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This paper investigates the research field of digital game-based learning (DGBL), attempting to shed light on the effect of a serious game (SG) for entrepreneurship education (EE). Based on 73 items an exploratory survey was conducted using the design and methodology proposed by prior studies. This research provides significant evidence that the use of a SG in a DGBL environment influences the entrepreneurial behaviour and intentions significantly comparing players and non-players while the entrepreneurial attitudes towards entrepreneurship and towards EE are not significantly different between playing and not-playing survey participants. Data were statistically analysed using multivariate regression analysis, Cronbach's alpha, exploratory factor analysis, and Mann-Whitney tests. Accordingly, this research indicates that SGs can be an effective tool to be used in teaching individuals entrepreneurship combining a traditional-cum-digital approach. Although the use of games for educational purposes is still early stage, this work supports both researchers as well as lecturers from a pedagogical perspective to enhance their effectiveness.
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Papers that cite the same references — the relational fallback while embeddings are still backfilling.
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