Learning Through Consequence: Entrepreneurial Learning in a Games-Based Simulation

Authors

  • Michael O'Brien University of Limerick
  • Yvonne Costin
  • William Hogan University of Limerick

DOI:

https://doi.org/10.34190/ecgbl.20.1.5305

Keywords:

Games-based learning, Business simulation, Entrepreneurial decision-making, Experiential learning, Learning through consequence

Abstract

Games-based learning is increasingly embedded within entrepreneurship education; however, limited empirical attention has been given to how business simulations support entrepreneurial learning. This study examines how a business simulation operates as a learning environment in which students learn through the consequences of their decisions. A primarily quantitative, cross-sectional survey design was adopted, with a limited qualitative element provided by open-ended questions. Survey data were collected from 33 postgraduate students participating in an 18-credit business analytics simulation module using SimVenture Evolution. Most attitudinal and evaluative items used five-point response scales. Measures captured perceptions of realism, decision-making confidence, preparedness for entrepreneurial challenges, risk orientation, and mindset development, while six substantive open-ended responses provided contextual insight into decision-making and feedback. Findings indicate that students perceived the simulation as a realistic and immersive entrepreneurial environment supporting experimentation and iterative decision-making. Students reported increased confidence under uncertainty and greater awareness of risk, trade-offs, and strategic consequences. A central feature associated with perceived learning was the ability to observe and respond to decision outcomes over multiple simulated periods, enabling reflection and adaptation. One open-ended response illustrated how the absence of real-world risk could support experimentation. The findings suggest that entrepreneurial learning in business simulations may be supported by consequence-based feedback and iterative decision cycles. The study proposes the “learning through consequence loop” as an evidence-informed interpretation of how decision, consequence, feedback, reflection, and adaptation may interact in the development of decision-making capability. Given the post-only, self-reported design, the model is presented for further testing rather than as a demonstrated causal mechanism.

Author Biography

Michael O'Brien, University of Limerick

Dr Michael P. O’Brien is Associate Professor of Information Management at the University of Limerick, Ireland. He teaches undergraduate and postgraduate modules in Information and Knowledge Management. His research interests include data analytics, cognitive and educational psychology, and games-based learning.

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Published

2026-09-28