Market Forces: Playing with Risk in Business Planning for Games

Authors

DOI:

https://doi.org/10.34190/ecgbl.20.2.5134

Keywords:

Serious games, Game-based learning, Business education, Experiential learning, Business planning for games

Abstract

Business planning within undergraduate games programmes is frequently taught through lectures, worksheets and written submissions. Strategic decision-making in indie games studios, however, is inherently systemic, shaped by studio identity, founder capability, market conditions and constrained resources. While students can often articulate concepts such as market positioning, resource allocation and marketing strategy in isolation, they may struggle to understand how these elements interact under uncertainty. This paper presents Market Forces, a tabletop serious game designed to make these interdependencies visible and negotiable within a Business Planning for Games module in a BA Games Design course. The game places students in studio leadership teams and asks them to respond to industry risks such as funding delays, market saturation and operational strain. Decisions are evaluated through a mitigation test requiring alignment between studio identity, available strengths and chosen strategy, with viability gained or lost according to the coherence of the group’s reasoning. Drawing on experiential and social-constructivist principles, this intervention allows students to experiment with real-world trade-offs in a psychologically safe environment while embedding evaluative criteria directly within gameplay. Implemented within undergraduate classroom delivery, practice-based observations suggest that students engage more readily and collaboratively in negotiated strategic reasoning and demonstrate clearer alignment between studio identity, capability and decision-making than in previous seminar-style iterations. This paper contributes practice-informed insight into serious games for professional skill development and demonstrates how purpose-built interventions can embed the practical demands of early-stage studio planning within games design curricula.

Author Biographies

Kristina Risley, University of Southampton

Kristina Risley is a visiting lecturer and postgraduate researcher at the University of Southampton. Her research explores how serious games can support emotionally intelligent leadership development, focusing on Flow, identity and social interaction. She teaches games business, human resource management and leadership and co-leads the Games for Impact research group.

Vanissa Wanick, University of Southampton

Dr Vanissa Wanick is a Senior Lecturer in Interaction Design at the University of Southampton. Her research explores games for social impact and wellbeing, human behaviour, participatory design and creative technologies. She investigates how games influence behaviour and decision-making and uses playful approaches to address educational, social and environmental challenges.

Chris Buckingham, University of Southampton

Dr Chris Buckingham is Commercialisation Manager for Social Sciences at the University of Southampton and an award-winning educator. He helped establish the Business of Games programme and researches entrepreneurial cognition, crowdfunding and serious games. His work connects creative practice, business planning and commercialisation within contemporary games and the wider creative industries

Adam Procter, University of Southampton

Dr Adam Procter is Head of Department for Art and Media Technology and Principal Teaching Fellow in Games and Interaction Design at the University of Southampton. His work explores games design, educational technology and playful tools that support critical practice, collaboration and engagement, including ecogames addressing contemporary environmental and social issues.

Michael P. OBrien, University of Limerick

Dr Michael P. O’Brien is Associate Professor of Information Management at the University of Limerick’s Kemmy Business School. His research and teaching explore information systems, business analytics, technology-enhanced learning and game-based learning. He also directs the MSc in Management and leads the School’s AACSB Assurance of Learning and assessment activities.

Matthew Daniels, University of Limerick

Dr Matthew Daniels is Assistant Professor in Management and Marketing at the University of Limerick’s Kemmy Business School. Drawing on experience in broadcasting, engineering and international business, his work explores project management, responsible business and AI-enhanced game-based learning, including simulations that develop decision-making, ethical judgement and leadership identity in students.

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Published

2026-09-28