“…The transformative role of information technology in delivering business management courses has been covered quite extensively in the literature of management education (Daspit and D'Souza, 2012, Geddes, 2009, Mustar, 2009, Whitaker,New and Ireland, 2016, Alavi,Yoo and Vogel, 1997, Lee and Choi, 2011, Lee,Choi and Kim, 2013, Arbaugh,DeArmond and Rau, 2013, Phan,Siegel and Wright, 2009 with research themes revolving around topical issues such as blended and technology enhanced learning (Whitaker,New and Ireland, 2016, Alavi,Yoo and Vogel, 1997, Neville,Heavin and Walsh, 2005, Kawalek and Hart, 2007, and computer-based simulation games (Pasin and Giroux, 2011, Salas,Wildman and Piccolo, 2009, Viswanath Venkatesh and Bala, 2008, Visawanath Venkatesh and Speier, 2000, Siemer and Angelides, 1997. Serious games, which represent the constructivist approach to learning or 'learn by doing' (David Kolb, 1984) are computer-based simulation games but unlike traditional computer-based educational games where the main focus is on enhancing engagement and edutainment, serious games are used in professional practice and corporate training interventions to help learners and trainees acquire and develop practical, transferable skills and knowledge (Newbery,Lean and Moizer, 2016, Bridget and Andrea, 2011, Salas,Wildman and Piccolo, 2009, Newbery et al, 2018.…”