“…the possibility of producing better learning results compared to conventional teaching methods(KEYS;WOLFE, 1990;BEN-ZVI, 2010;RAVYSE et al, 2017);(2)the help in reducing the fragmentation of undergraduate courses by promoting more integration between the basic areas (LAINEMA; NURMI, 2004; GONEN et al, 2009; LOVELACE; EGGERS; DYCK, 2016; HAWLITSCHEK; JOECKEL, 2017; KORIS; ÖRTENBLAD; OJALA, 2017); and (3) the systemic treatment of students, integrating the rational and emotional sides (OLI-VEIRA; SAUAIA, 2011; TAO; HUNG, 2012; BRAGHIROLLI et al, 2016; LOVELACE; EGGERS; DYCK, 2016; KORIS; ÖRTENBLAD; OJALA, 2017), stimulating a change in behavior and the development of skills and competencies beyond those instilled by traditional teaching (KEYS; WOLFE, 1990; SALAS; WILDMAN; PICCOLO, 2009; FITÓ-BERTRAN; HERNÁNDEZ-LARA; SERRADELL-LÓPEZ, 2014; BRAGHIROLLI et al, 2016; HAWLITSCHEK; JOECKEL, 2017); Notwithstanding the contributions of business games and their growing use, many institutions still face barriers to their application, among them: the high cost to acquire software licenses (PASIN; GIROUX, 2011; BURDON; MUNRO, 2017); lack of adequate infrastructure (BEN-ZVI, 2010; BURDON; MUNRO, 2017); lack of preparation of professors to conduct this type of activity (TAO; CHENG; SUN, 2009;…”