“…In addition, graduates of business management degrees who are not exposed to practice-based and experiential learning environments could find applying what they have learned in a corporate environment, challenging (Salas et al, 2009;Mustar, 2009). The transformative role of information technology in delivering business management 424 ITP 33,2 courses has been covered quite extensively in the literature of management education (Daspit and D'Souza, 2012;Geddes, 2009;Mustar, 2009;Whitaker et al, 2016;Alavi et al, 1997;Lee and Choi, 2011;Lee et al, 2013;Arbaugh et al, 2013;Phan et al, 2009) with research themes revolving around topical issues such as blended and technology enhanced learning (Whitaker et al, 2016;Alavi et al, 1997;Neville et al, 2005;Kawalek and Hart, 2007), and computer-based simulation games (Pasin and Giroux, 2011;Salas et al, 2009;Venkatesh and Bala, 2008;Venkatesh and Speier, 2000;Siemer and Angelides, 1997). Serious games, which represent the constructivist approach to learning or "learn by doing" (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 et al, 2016(Newbery et al, , 2018Bridget and Andrea, 2011;Salas et al, 2009).…”