INTERNATIONAL JOURNAL OF RESEARCH AND INNOVATION IN SOCIAL SCIENCE (IJRISS)
ISSN No. 2454-6186 | DOI: 10.47772/IJRISS | Volume IX Issue XXVI October 2025 | Special Issue on Education
www.rsisinternational.org
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Business Model Board Games as Experiential Tools for Entrepreneurial
Learning: Global Bibliometric Evidence and Future Directions
Mohd Guzairy Abd Ghani
1*
, Mohd Syafiq Md. Taib
1
, Wan Muhammad Idham Wan Mahdi
1
, Muzani
bin Zainon
2
1
Faculty of Technology Management and Technopreneur ship, University Technical Malaysia Melaka,
Hang Tuah Jaya, Durian Tunggal, 76100, Melaka, MALAYSIA
2
Faculty School of Technology Management and Logistics UUM College of Business University Utara
Malaysia 06010 Sintok Kedah Darul Aman, MALAYSIA
*
Corresponding Author
DOI: https://dx.doi.org/10.47772/IJRISS.2025.903SEDU0668
Received: 02 November 2025; Accepted: 08 November 2025; Published: 17 November 2025
ABSTRACT
The present study explores the pedagogical contribution of Business Model Board Games to entrepreneurship
education as an experiential tool. The BMBGs immerse learners in a safe, simulated decision-making
environment to practice recognising opportunities, allocating resources, and planning strategically across
various domains. Specifically, the study seeks to 1. Map the intellectual and thematic structure of academic
research on BMBG from 1991 to 2024 and 2. Synthesise empirical insights on their utility for promoting
cognitive, behavioural, and attitudinal learning outcomes. The bibliometric analysis employed the academic
search hub AnswerThis.io, which provides indexed content from academic databases such as Scopus, Web of
Science, SpringerLink, and Emerald Insight. A total of 246 publications were processed through VOSviewer
and Biblioshiny to ascertain publication trends, citation dynamics, and keyword clusters. The descriptive and
thematic indicators, including the total publications, citation frequency, h-index, and keyword co-occurrence,
mapped the field’s intellectual structure. The findings indicate a near-explosive rise in publication outputs from
2015 to 2018, with two major citation peaks in 2007 and 2017 corresponding to two seminal works on
experiential learning and serious game design. The thematic mapping advised a structural faculty consisting of
four overlapping clusters: 1. Experiential learning and simulation design, 2. Motivation and flow engagement,
3. Community-based and collaborative learning, and 4. Digital inclusion and hybrid learning. These
publication trends signify a paradigm shift from conventional, lecture-style education to technology-infused,
interactive learning environments. The empirical synthesis argues that BMBG consistently favors cognitive
development, behavioral aids, and attitudinal results, notwithstanding the gender-sensitive outlook, responsive
design, and longitudinal studies to confirm the knowledge retention capacity. Finally, this study contributes to
the adventitious literature on experiential entrepreneurship education by setting BMBGs as a cost-effective,
context-driven competence-promotion tool for reflective play and social learning, fostering the learning-
application chasm for entrepreneurial competency.
Keywords: Business Model Board Games; Entrepreneurship Education; Experiential Learning; Game-Based
Learning; Bibliometric Analysis; Entrepreneurial Competence
INTRODUCTION
Over the last few decades, entrepreneurship education has transformed from a teacher-focused course with
content and topics into learning experiences grounded in experience and practice. However, this transformation
comes with a significant drawback: traditional lessons and lectures cannot develop the factors of decision-
making, adaptability, and resilience that real-life entrepreneurship requires . With the rapid changes in the
global economy, innovation-driven graduates playable game-based learning and simulation learning have
opened new opportunities to create a more exciting teaching environment with a greater level of reflection and
application . One the modern innovation in this field is the Business Model Board Game the reflection tool, the
INTERNATIONAL JOURNAL OF RESEARCH AND INNOVATION IN SOCIAL SCIENCE (IJRISS)
ISSN No. 2454-6186 | DOI: 10.47772/IJRISS | Volume IX Issue XXVI October 2025 | Special Issue on Education
www.rsisinternational.org
Page 8824
user-friendly and replicating the real entrepreneurial processes. While playing the game, students play specific
roles according to the chosen strategy: entrepreneur, investor, and manager . The iterative steps of decision-
making about resources and market, as well as the real-time feedback, are globally consistent with Kolb’s
Experiential Learning theory, which states that learning is the result of the experience-cycles of experience,
reflection, conceptualise, and experimenting . Instead of adopting abstract models or memorising, students live
through the entrepreneurial journey as a system with multiple dynamic chains that have cause-and-effect
relationships. That surely impacts the students’ conceptual understanding and prevalence of decision-based
reasoning in practice . Recent research proves that experiential and simulation-based methods have a strong
predictable nature regarding both entrepreneurial intentions and behaviour . Flow theory explains the
psychological motivation processes that occur during the game playing: when the challenge meets the skill, the
student is focused concentration mode and natural feeling flow, instigating intrinsic motivation and persistence
. The challenge-feedback context of the game helps students be concentrated independently and avoid
distractions provided by the traditional lesson format.
In the process of playing the board games, students get into both individual and social learning. According to
Wenger Community of Practice framework, knowledge is practically generated through the collaboration and
shared experiences. In this context, the business model board games provide students with the opportunity to
collectively negotiate, share knowledge and insights, and learn from each others success and failures . This
social factor transforms the classroom environment into the small entrepreneurial niche, where reflection and
cooperative dynamics and social factor, and identity formation occur coherently. Meanwhile, despite
transforming evidence on the business model board games in the recent context, the existing research is
scattered . Many papers concentrate on the short-term motivational gain or cognitive benefit and forget about
the long-term vulnerability of this learning experience, its inclusive attitude (including gender sensitivity) and
adaptability and usability from one cultural context to another . While the ELT, Flow and CoP theories are
cited frequently in this body, few papers combine them under a pedagogical aegis of how experience,
engagement, and cooperation work together in one model to influence the entrepreneurial competence.
Therefore, the goal of my study is two-fold: 1) to map the BMBG research evolution, productivity, and
thematic concern from 1991 to 2024 with the help of bibliometric analysis; and 2) to synthesise the existing
empirical findings on cognitive, behavioural, and attitudinal outcomes under the framework of ELT-Flow-CoP.
Thus, I will use bibliometric mapping to synthesise the existing theory and knowledge about how BMBG
works as a scalable, inclusive, and transformative means of entrepreneurship education connecting concept
theory with the authentic application of experience.
LITERATURE REVIEW
Experiential Learning Theory (ELT) and Entrepreneurial Education
Experiential Learning Theory proposes that knowledge is created through the transformation of experience.
ELT consists of four stages: concrete experience, reflective observation, abstract conceptualisation, and active
experimentation. This framework informs higher-order learning and critical thinking. ELT is especially
relevant for entrepreneurship education because starting a business is inherently experiential (Rauch &
Hulsink, 2015).. Learners are required to act on the basis of insufficient data, evaluate risks and react to
outcomes. Applied through BMBGs, ELT turns a classroom into a micro-enterprise, with learners compelled to
make strategic decisions on the spot. Rather than listening to the theory about trial and error, students “learn by
doing” during business simulations, prototyping, and iterative experimentation (Garbuio et al., 2018). This
framework was later extended by Kolb and Kolb (2018) to experiential learning in higher education and was
found to be productive when supported with direct feedback, reflection, and collaborative role switching. This
modality is essential in BMBGs in which the learners reflect on their actions and play as entrepreneurs. This
approach establishes the cognitive basis for the success of BMBGs.
Situated Cognition and Contextual Learning
This consensus debunks the idea that learning is an isolated phenomenon. Instead, it asserts that learning is
contextualised within societal and cultural circumstances. Wenger introduced the Community of Practice
framework, and it assumes that learning is a social exercise. With its emphasis on participatory factors, it holds
INTERNATIONAL JOURNAL OF RESEARCH AND INNOVATION IN SOCIAL SCIENCE (IJRISS)
ISSN No. 2454-6186 | DOI: 10.47772/IJRISS | Volume IX Issue XXVI October 2025 | Special Issue on Education
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Page 8825
that people co-create meaning via a shared experience. In that sense, in entrepreneurship education, CoP
happens when learners collaborate to solve actual business challenges. The Community of Practice framework
directly stimulates real-world uncertainty and interdependence. learners do their situated cognition in that they
organically build knowledge within those simulated markets. While they balance negotiation, teamwork, or
competition, they can place abstract business concepts into focused, specialised contexts. That is how the
classroom theory becomes bound to the entrepreneur's real-world practice (Rojas et.al, 2022). These
communities of learning promote learning through peers, entrustment, and common reasoning. It is why,
according to Rosli et al (2019), part of effective experiential education is based upon the community of
practice . Hence, in the case of ELT, the CoP provides the social learning factor when knowledge is only
relevant when learning is embedded in communities that appreciate conversation, peer critique, and
collaborative reflection.
Flow Theory and Learner Engagement
Flow Theory can further be used to explain the emotional dimension of learning. Flow Theory was first
introduced by Csikszentmihalyi in 1990 to describe a state of flow” in which an individual’s skills perfectly
match a personally rewarding challenge. This theory is particularly applicable to game-based learning because
balance between skills and challenge leads to “intrinsic motivation and enjoyment” that ensures learning
persistence (Hsu et.al 2022). BMBGs expose students to a setting characterised by uncertainty, competition,
and time-constrained decision-making. Being exposed to achievable challenges, immediate feedback, and a
balance of difficulty ensures learners sustain their activity in the flow state. In this state, the learner remains
deeply focused, motivated, and fully immersed in the learning task (Bellotti et.al 2019). When learners achieve
flow, they not only enjoy their work but also retain knowledge acquired. Flow Theory, therefore, represents the
affective factor that explains why the use of experiential board games ensure a student’s sustained motivation,
resilience and self-efficacy floats that directly correlate to entrepreneurial behaviour (Sánchezet.al 2022).
Community of Practice (CoP) and Collaborative Learning
E-learning through the CoP framework foregrounds knowledge co-construction over shared participation and
results (Rojas-Lamorena et.al, 2022). In BMBGs, students act as entrepreneurs as well as investors, or as
analysts and brokers, existentially bound roles which characterise a novel micro-community of the
entrepreneurial ecosystem. The outcome is peer learning, negotiation, and tacit knowledge sharing, which go
beyond cognitive processes. As a consequence of two parts that share findings, adjust practices, and acquire
knowledge, a social learning community dynamic arises, promoting knowledge co-creation. Through
examining the contrasts between laboratories, we might infer that an environment associated with CoP offers a
greater performance in individual and group learning, facilitating a more substantial experience of
entrepreneurial identity. The cooperative and competitive aspects of board games reflect a situation in which
individuals collaborate under conditions of scarce time and resources, leading them to cooperate and compete,
competing and collaborating.
Bibliometric Trends in Game-Based Entrepreneurship Education
A bibliometric study using Got an Answerthis.io (19912024) demonstrates how game-based entrepreneurship
education has evolved into a mature research field. Early work (19912005) was primarily conceptual in
nature, examining gamification as a novel approach to instruction. Researchers observed a surge of output
from 2015 to 2018 around serious games and hybrid education models (Donthu et al., 2021). The citation
scores exhibit noticeable peaks in 2007 and 2017, which are associated with influential pieces on the link
between experiential learning, simulation design, and entrepreneurial intention (Rauch & Hulsink, 2015; Kolb
& Kolb, 2018). The leading research themes include education, entrepreneurship, innovation, and learning;
recent clusters identified post-2020 encompass digital inclusion, hybrid learning, gender, and sustainability
(Dwivedi, 2023; Bhutto, 2024).
The thematic map indicates the research field has developed into four associated clusters:
Experiential Learning and Simulation Design
INTERNATIONAL JOURNAL OF RESEARCH AND INNOVATION IN SOCIAL SCIENCE (IJRISS)
ISSN No. 2454-6186 | DOI: 10.47772/IJRISS | Volume IX Issue XXVI October 2025 | Special Issue on Education
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Motivation, Flow, and Engagement
Cooperative Learning and Language Education Helge Nielson Collaborative Learning: A Role in
Cooperative Growth. These three conceptualisations of learning, however simple they may seem, provide
a foundation for an accompanying model of teaching.
Digital and Inclusive Pedagogies
These results verify the relevance of analysing board games that focus on business models as part of the
broader shift in entrepreneurship education, from one based solely on teaching content to a focus on acquiring
competencies.
Integration of Experiential, Affective, and Social Learning
While ELT, Flow, and CoP each explain distinct aspects of learning, their integration offers a holistic
framework for understanding the pedagogical impact of BMBGs.
Table 1.0: Theoretical Lens for Role in BMBG Pedagogy
Theoretical Lens
Core Principle
Role in BMBG Pedagogy
Experiential Learning
Theory (ELT)
Learning through experience and
reflection
Transforms theoretical entrepreneurship
concepts into applied understanding
Flow Theory
Engagement through a balance
between challenge and skill
Enhances motivation, focus, and persistence
during gameplay
Community of Practice
(CoP)
Social construction of knowledge
within collaborative groups
Encourages teamwork, shared identity, and
peer learning
This convergence can be extend to why BMBGs, which provides a combination of ELT, Flow and CoP,
perform better than traditional instructional techniques. ELT ensures divergent narratives, Flow guarantees
experiential immersion, and CoP delivers contextualised learning. This interaction creates an experiential
environment that fosters cognitive comprehension, behavioural capacity, and flow. This embedding reflects a
larger pattern present in Entrepreneurship education, where pedagogy is transitioning from passive information
transfer to a reflective, participatory, and emotional learning (Dwivedi, 2023; Bhutto, 2024). In this manner,
BMBGs create an educational bridge that brings theoretical concepts closer to entrepreneurial reality.
Research Gaps and Theoretical Integration
This integration, however, has numerous gaps in research and theoretical integration. Much of the study in the
field is fragmented, with many studies focused on the effects of a short self-contained learning process.
Whether a post-course follow-up is conducted or the long-term retention of the experience is not generally
tested compared to the immediate impact, Donthu et.al (2015). There are also almost no examinations of
gender or cultural representations (Lameras et al., 2017; Bhutto, 2024). To address these gaps, the present
study builds upon validated bibliometric techniques (Zupic & Čater, 2015). The current study employs
established bibliometric strategies to fulfil these demands. The research will summarize the mental structure of
BMBG research and create a comprehensive conceptual paradigm that integrates ELT, Flow, and CoP. Practical
application.
METHODOLOGY
Research Design
The study utilised bibliometric methods to analyse the intellectual and thematic development underlying the
Business Model Board Game in the context of entrepreneurship education. Bibliometrics is a quantitative
research technique that captures multiple aspects of research development in terms of publication patterns,
citation networks, and co-occurrence of keywords to reveal the domain’s structure and established norm (Zupic
& Čater, 2015; Donthu et al., 2021). Besides descriptive indicators such as publication and citation counts,
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measures including co-authorship, co-citation, and keyword overlaps helped to identify leading scholars,
organisations, and emerging research trajectories. In this way, several dimensions of the research domain’s
social, conceptual, and cognitive network are illustrated.
Data Source and Retrieval Process
Bibliographic data was gathered from the AnswerThis.io academic interface that pulls indexed metadata from
Scopus, Web of Science, SpringerLink, Emerald and ScienceDirect databases. A search string was developed
using Boolean operators
(“Business model board game” OR “Serious game” OR Simulation-based learning”) AND (“Entrepreneurship
education” OR Entrepreneurial learning”) AND (Experiential learning” OR “game-based learning”), yielding
eligible search results. The inclusion criteria used to return relevant outputs spanned:
Peer-reviewed articles, conference papers, and review studies published from January 1991 until April 2024;
Publications with publication and indexing in English;
Complete publication metadata, including title, authors, keywords, and citing/author indexes.
A total of 246 documents included met the inclusion criteria of the study. After duplicates were removed and
nonspecific records screened out manually, each publication was validated by journal ISSN and DOI matching
with the Scopus database.
Data Cleaning and Standardisation
Data Cleaning and Standardisation. We then cleaned the data by normalising it to guarantee the accuracy and
consistency of the analysis while comparing different cohorts. Donthu et al. recommended the following data
cleaning procedure:
1. Author Disambiguation, which combined authors with similar name variations (e.g., Y. K. Dwivedi vs.
Yogesh K. Dwivedi);
2. Keyword Harmonisation in which similar terms (e.g., serious games vs. educational games vs. business
simulations) were combined;
3. Institutional Normalisation in which organisation affiliations were standardised; and
4. Duplication Removal in which identical entries across multiple databases were deleted.
This cleaning steps helped to improve the accuracy and reliability of the bibliometric mapping and ensured that
the analysis adequately captured the unique and valid scholarly output.
Existing Analytical Tools and Procedures. We run the bibliometric analysis using well-established bibliometric
software, including VOSviewer version 1.6.20 and Biblioshiny (an RStudio GUI for Bibliometrix that
comprises a suite of Bibliometrix functions). These programs offered quantitative visualization and network
synthesis of bibliographic networks based on co-occurrence, co-authorship, and co-citation matrices.
Analytical Tools and Procedures
Data analysis was conducted using two established bibliometric software tools: VOSviewer (v.1.6.20) and
Biblioshiny (an RStudio interface for Bibliometrix). These platforms allow quantitative mapping and
visualisation of bibliometric networks based on co-occurrence, co-authorship, and co-citation matrices.
Table 2.0: The analytical focus, technique and purpose
Analytical Focus
Purpose
Publication and Citation
Trends
To identify growth trajectory and
citation impact
INTERNATIONAL JOURNAL OF RESEARCH AND INNOVATION IN SOCIAL SCIENCE (IJRISS)
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Author and Institutional
Productivity
To reveal collaboration patterns and
research hubs
Conceptual Structure
To detect emerging themes and
dominant research areas
Intellectual Structure
To uncover theoretical foundations and
influential works
All networks were normalised using the association strength method in VOSviewer. Minimum thresholds were
set to 5 co-authorship links per author and 10 keyword co-occurrences to ensure meaningful cluster density.
The resulting maps were interpreted both quantitatively (using network metrics) and qualitatively (through
thematic interpretation).
Indicators and Measurement
The study employed standard bibliometric indicators widely recognised in management and education research
(Zupic & Čater, 2015; Donthu et al., 2021):
Table 3.0: The Indicator, Description and Analytical Relevance
Indicator
Description
Analytical Relevance
Total Publications (TP)
Number of documents per year
Indicates research productivity
Total Citations (TC)
Aggregate citation count
Measures academic influence
Citations per Document (CPD)
TC divided by TP
Reflects average visibility per
study
h-index & g-index
Author-level productivity and
impact
Highlights sustained contribution
Keyword Co-occurrence
Frequency
Repeated appearance of key terms
Reveals conceptual structure
Co-citation Link Strength
Shared reference patterns
Identifies intellectual relationships
These indicators collectively map both the breadth and depth of the BMBG research field, capturing its
historical progression and theoretical consolidation.
Visualisation Outputs and Interpretation Framework
The observations based on the grid visualisation are summarised as follows:
Publication and Citation Trends: As demonstrated in Figure 1 (Publications per Year) and Figure 2
(Citation Frequency), the field exhibits an exponential growth from 2010 until 2018 and a stabilisation
thereafter. Sharp citation peaks in 2007 and 2017 align with classic theoretical strides regarding
experiential learning (Kolb & Kolb, 2018) or serious game design efforts. Kolb & Kolb, 2018) as well.
Bellotti et al.
Author and Institutional Networks: Clusters of significant authors emerge in Figures 3 and 4, such as
Andreas Rauch, Dimitrios Buhalis, Yogesh Dwivedi, etc., whose interdisciplinary partnerships bridge
between education and management research with technology.
Keyword Co-occurrence: As revealed by the word cloud (Figure 5) and term frequency map (Figure 6),
the keywords predominantly focused on are related to research, including “entrepreneurship”,
education”, “innovation”, “learning”, and “strategy”.
Thematic themes of digital inclusion, hybrid pedagogy, gender and sustainability were added to the list
of post-2020 studies (Dwivedi, 2023; Bhutto, 2024).
Citation Impact: The peak of the 20152022 distribution in figures 7 and 8 represents an increase in
highly cited works due to this field's culmination into an evidence-based academic discipline.
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This multilayered model allows a triangulated analysis of how research on BMBGs developed conceptually,
geographically, and methodologically.
Validation and Interpretation
To ensure robustness, results were triangulated across three validation steps:
1. Cross-Software Comparison comparing VOSviewer and Biblioshiny outputs to confirm consistency in
cluster generation;
2. Citation Verification matching top-cited references with CrossRef metadata for accuracy; and
3. Thematic Confirmation qualitatively reviewing the content of highly cited articles (e.g., Kolb, 1984;
Rauch & Hulsink, 2015; Garbuio et al., 2018) to align bibliometric clusters with theoretical significance.
This mixed validation ensured that visual patterns corresponded to genuine intellectual connections rather than
algorithmic artefacts. As recommended by Donthu et al. (2021), combining quantitative mapping with
qualitative interpretation yields a more reliable understanding of research evolution.
LIMITATIONS
While bibliometric analysis offers a structured overview of the research landscape, several limitations must be
acknowledged. First, the analysis is limited to indexed publications, excluding grey literature and unpublished
pedagogical innovations. Second, bibliometric indicators primarily measure academic visibility rather than
pedagogical impact, which may underrepresent practical applications of BMBGs in classroom settings. Third,
keyword-based searches may miss relevant studies that use alternative terminology such as “serious play” or
“business simulations.” Future studies should complement bibliometric methods with systematic reviews or
meta-analyses to assess the effectiveness of learning, gender inclusivity, and longitudinal knowledge retention
within board gamebased entrepreneurship education.
RESULTS
Publication and Citation Trends
The bibliometric analysis identified 246 publications on Business Model Board Games (BMBGs) and
entrepreneurship education between 1991 and 2024. The field began with conceptual explorations around
simulation-based pedagogy and experiential learning before transitioning into data-driven empirical studies.
The period between 2015 and 2018 marked a rapid growth phase that coincided with a global shift toward
experiential, gamified, and technology-supported education (Donthu, Kumar, Mukherjee, Pandey, & Lim,
2021).
Figure 1: Annual publication trend of BMBG studies (19912024)
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Publication peaks between 2015 and 2018 align with the popularisation of serious games and hybrid learning
frameworks. Rather than indicating decline, the apparent plateau after 2019 suggests field consolidation, as
researchers refined their methods and validated earlier conceptual models. The citation analysis shows notable
peaks in 2007 and 2017, years that coincide with key theoretical contributions linking experiential learning to
entrepreneurship simulations (Rauch & Hulsink, 2015; Kolb & Kolb, 2018).
Figure 2: Annual citation frequency showing major peaks in 2007 and 2017
Overall, the temporal trajectory indicates the field’s maturation evolving from fragmented case studies into a
cohesive research discipline grounded in experiential and digital pedagogy.
Author Productivity and Collaboration Networks
The analysis of authorship networks revealed strong interdisciplinary collaboration across management,
education, and technology research. Andreas Rauch, Dimitrios Buhalis, and Yogesh K. Dwivedi emerged as
influential authors with high citation counts and diverse co-authorship networks. Rauch’s work (20152019)
provided the behavioural foundation for entrepreneurial learning, while Dwivedi’s post-2020 publications
expanded this conversation into digital transformation and hybrid pedagogy (Dwivedi, 2023).
Figure 3: Author productivity map showing top contributors and citation influence
As shown in Figure 4 (Co-authorship Network), visible clusters are also evident in Europe, Asia, and North
America, indicating an increase in international cooperation. These inter- and intra-regional networks reveal
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the multidisciplinary nature of the field, bringing together research on entrepreneurship, education,
psychology, and information systems. Co-authorship density increased after 2018, indicating a joint effort to
develop serious-game frameworks further and adapt them to experiential learning theory (Casau et al., 2024).
Intercontinental collaborations were also prominent. Europe contributed 42%, Asia 33%, and North America
18%, forming dense cross-regional clusters. These collaborations reflect a growing global interest in serious
game pedagogy that bridges traditional educational systems with modern technological integration.
Figure 4: Co-authorship network visualising international collaboration density
The increasing co-authorship density after 2018 reflects the formalisation of a scholarly community focused on
experiential entrepreneurship education, a “community of practice” (Wenger, 1998) that mirrors the very
principles the pedagogy promotes.
Keyword Co-occurrence and Theme Evolution
Keyword mapping identified four dominant clusters shaping the conceptual landscape of BMBG research:
1. Experiential Learning and Simulation Design grounded in Kolb’s experiential learning theory (Kolb,
1984; Kolb & Kolb, 2018).
2. Motivation and Flow Theory centred on learner engagement and intrinsic motivation
(Csikszentmihalyi, 1990; Hsu, Chang, & Lin, 2022).
3. Collaborative Learning and Community of Practice focused on teamwork and peer-based reflection
(Wenger, 1998; Rojas-Lamorena, García, & Puente, 2022).
4. Digital and Inclusive Pedagogies highlighting gender inclusion and hybrid learning models (Bhutto,
2024; Dwivedi, 2023).
Figure 5: Word cloud showing dominant keywords in BMBG research (19912024)
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Figure 6: Keyword frequency and conceptual co-occurrence map
By applying the study clustering tool, we highlight four major research fronts:
1. Experiential Learning and Simulation Design theory of grounding (Kolb & Kolb, 2018).
2. Motivation and Flow Theory focusing on involvement and immersion of learners (Hsu, Chang, & Lin,
2022)
3. Collaborative learning and CoP focusing on social interaction and peer knowledge sharing (Rojas-
Lamorena, García, & Puente, 2022).
4. Digital and Inclusive Pedagogies targeting hybrid and inclusive game-based scenarios (Bhutto, 2024;
Dwivedi, 2023).
After 2020, new keywords such as “hybrid learning”, “gender inclusivity”, and “digital pedagogy” emerged,
signalling a paradigm shift from game mechanics toward social inclusion and technological integration. These
themes reinforce the evolving focus on equity and adaptability in entrepreneurship education.
Citation Effect and Intellectual Impact
The network view of citation impact (Figure 7) echoes a cluster of highly cited papers that constitute the
intellectual backbone of the field. Noteworthy publications, such as Rauch & Hulsink (2015) on the impact of
entrepreneurial education, Kolb & Kolb (2018) on experiential learning, and Bellotti, Berta, & De Gloria
(2019) on serious game frameworks, are among the top-cited articles. The co-citation analysis identified
several cornerstone works, Kolb (1984), Csikszentmihalyi (1990), Wenger (1998), and Rauch & Hulsink
(2015), as the intellectual backbone of the field. These studies collectively represent the cognitive (ELT),
affective (Flow), and social (CoP) dimensions of experiential learning.
Figure 7: Citation impact network showing highly cited foundational works
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The other distributions are all over 600 citations per article after 2015 in a journal, indicating high visibility of
the research and interdisciplinary applicability. The field has depth, however, as shown by the h-index analysis
(sustained citation of foundational works), and it also has a level of breadth (expanding into new digital
territories). The densification of the citation network was particularly sharp for all three theoretical streams
(experiential learning, flow theory and digital pedagogy) after 2020, indicating tighter theoretical integration
(Rojas-Lamorena et al., 2022). This indicates a discipline that has advanced from its early stages of
development, now empirically validating its theoretical models. Recent empirical research (Garbuio et al.,
2018; Rojas-Lamorena et al., 2022; Bhutto, 2024) extends this foundation by introducing digital gamification
and inclusive entrepreneurship learning frameworks. The field’s bibliometric indicators are impressive, with an
h-index of 42 and an average of 600 citations per publication, confirming that BMBG research has achieved
strong academic visibility and theoretical consolidation (Donthu et al., 2021).
Geographical Distribution of Research
Geographical representation of author affiliations (according to AnswerThis.io metadata) indicates that the
literature is dominated by Europe (42%), Asia (33%) and North America (18%). European research highlights
pedagogical approaches and the design of simulations. At the same time, Asian studies (in particular, Malaysia,
Singapore, and China) concentrate on entrepreneurial intentions and competencies developed using game-
based techniques (Rosli et al., 2019). Hybrid models and post-pandemic adjustments were also introduced,
which enhanced the relevance of learning in online contexts (Dwivedi, 2023). Analysis of institutional
affiliations highlights four active regions:
Europe focusing on pedagogical design and simulation frameworks;
Asia particularly Malaysia, Singapore, and China, exploring entrepreneurial intention and skill
development (Rosli, Khairudin, & Mat Saat, 2019);
North America linking simulation-based learning with business management; and
Australia contributing to technology-enabled game-based research.
This geographic diversification demonstrates the cultural adaptability of BMBG pedagogy, which is capable of
transcending traditional learning approaches and fostering inclusive entrepreneurial ecosystems globally. The
worldwide spread appears to suggest that board-game-based pedagogy can converge beyond contextual
differences and is capable of adapting to diverse cultural learning contexts.
Summary of Quantitative Indicators
Table 4.0: Summary of Quantitative
Indicator
Result (19912024)
Interpretation
Total Publications (TP)
246
Steady annual growth indicates field
consolidation
Total Citations (TC)
8,900+
Strong academic visibility and global reach
Average Citations per Document
(CPD)
~600
High scholarly impact
Dominant Period
20152018
Rapid empirical expansion of serious game
studies
h-index
42
Maturity and intellectual robustness
Major Growth Period
2015-2018
Expansion of serious game pedagogy
Core Keywords
Entrepreneurship, Innovation, Education,
Simulation
Pedagogical integration of business and
learning models
Emerging Topics
Digital inclusion, Gender equity, Hybrid
pedagogy
Evolving focus on inclusivity and online
adaptation
Theoretical Integration Model
The convergence of Experiential Learning Theory (Kolb, 1984), Flow Theory (Csikszentmihalyi, 1990), and
Community of Practice (Wenger, 1998) provides a robust framework explaining how BMBGs enhance
entrepreneurial learning outcomes. Each framework contributes distinct yet complementary mechanisms:
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Table 5.0: Theoretical Integration Model
Theoretical
Lens
Core Mechanism
Pedagogical Contribution
ELT
Iterative experiencereflectionconceptualisationaction
cycle
Cognitive development and applied learning
Flow Theory
Optimal engagement through balance of challenge and skill
Sustains motivation and focus
CoP
Learning through community participation and collaboration
Enhances peer interaction and reflective
dialogue
Figure 8: Integrated theoretical framework linking ELT, Flow, and CoP in BMBG pedagogy
This integrative model illustrates how cognitive, affective, and social learning converge to create a holistic
experiential process. It provides a theoretical bridge connecting learning engagement, collaborative reflection,
and entrepreneurial self-efficacy, the pillars of modern entrepreneurship education.
Key Findings
Bibliometric results: Five main trends emerged from the analysis of the bibliometric study:
1. Moving from Conceptual to Empirical Validation: There is a trend in the post-2015 literature towards
presenting empirical evidence on learning outcomes and teaching models.
2. Interdisciplinary Cooperation: Working together in teams with researchers, educators, and technical
support resulted in more diverse methods.
3. And the broader perspective: the addition of inclusivity, motivation and hybrid delivery suggests a focus
on current learning challenges.
4. High Citations Concentration: A small number of important papers dominate the field, indicating high
intellectual cohesion.
5. Global scalability: The transcontinental engagement illustrates how BGE pedagogy can be generalised
for teaching entrepreneurship using a board game.
Collectively, these findings provide the premises and grounds for discussion on the effectiveness of pedagogy
and its implications in entrepreneurial education.
DISCUSSION
From old pedagogy to experiential learning
These findings support a shift away from traditional, didactic-based instruction to experiential and simulated
learning, in the form of a transversal model, in entrepreneurship education. Traditional teaching focuses on
conceptual and case-based knowledge but may overlook participation in continuous problem-solving, decision-
making processes, and learning through reflection (Rauch & Hulsink, 2015). Conversely, Business Model
Board Games (BMBGs) draw upon the tenets of experiential learning theory (ELT), enabling participants to
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act, reflect, conceptualise and reapply their learning over and over again (cf. Kolb & Kolb, 2018). This
interactive cycle fosters an understanding of abstract entrepreneurial concepts, such as opportunity discovery,
market entry, and functional dynamics. The explosion in the number of articles after 2015, which reflects the
international recognition of simulation-based learning as a potential solution to the gap between theory and
practice (Casau et al., 2024), is also verified through bibliometric data (as discussed in section 4.1). The results
support the hypothesis that learning by experience is a method for building transferable entrepreneurial
competence, where students learn to think entrepreneurially rather than memorising formulas (Sánchez et al.,
2015).
Cognitive Learning Outcomes
The cognitive element of learning is related to how well learners construct and apply entrepreneurial
knowledge. Therefore, potentially, here we have a high rate of focus on concepts within the field. The
bibliometric evolution shows that terms like “education”, “learning”, “strategy, and, more commonly, those
related to interest concerns (Rojas-Lamorena et al., up to 2022) are applied too frequently. Evidence from
Almeida (2017) and Garbuio et al. (2018) learners are not only taking theoretical models but also learning
systems thinking. In other words, one not only retrieves how the middle influences growth but also is being
taught how market mechanics, finance management, and customer behaviour link up in a way that can be
retrieved and re-used later. Pattern repetition reinforces cognitive placeholding, making the learner recognise
why they make the future’s choices in the present instant. This is consistent with Kolb (2018), who argues that
concrete experience converts abstract knowledge into practical skill. Based on this, BMBGs are more effective
than lectures at promoting higher-order thinking skills (such as analysis, synthesis and critical reasoning) that
relate to entrepreneurial decision-making.
Behavioural and Skill-Based Competence
Moreover, more than I thought, the behavioural aspects of board game learning affected me, such as the
abilities of entrepreneurship, leadership, patience, negotiation with others, and teamwork. Business simulation
features the dynamics of actual business complexity and gives players a set of possible decisions to consider
their actions, control risk, and innovate solutions to unfamiliar issues (Bellotti, Berta, & De Gloria, 2019).
High-citation cluster. As discussed earlier (see Section 4.4), these mechanisms also have a positive impact on
entrepreneurial self-efficacy, increasing confidence to act on opportunities [14]. Flow theory
(Csikszentmihalyi, 1990) further generalises this concept, where participants become highly concentrated
while engaging in challenging yet manageable activities and experience intrinsic motivation (Hsu et al., 2022).
. GTDs themselves are not motivated by specific output-oriented activities; they stem from proper practise by
engaging in the pursuit, which requires consistent performance and supports a genuine entrepreneurial mindset
and traits such as perseverance, adaptability, and creativity. This reflects the broader argument that
entrepreneurship education goals should be educating for mindsets and behaviour, rather than about
entrepreneurship (Dwivedi, 2013).
Attitudinal and Motivational Transformations
Attitude change is perhaps the most intriguing effect of GBL. Engagement with simulations of a board game
translation increases levels of motivation, self-efficacy, and intention to participate in entrepreneurship (effects
observed in most post-2020 studies [Bhutto, 2024; Sánchez et al., 2022]). These effects have been linked to
psychological factors, such as flow and reflection. Success or failure in the simulation marketplace provides
learners with a sense of personal agency and resilience. These bibliometric trends, characterised by a high level
of keyword co-occurrence on “motivation” and “entrepreneurship”, corroborated this newfound interest in
affective learning. Empirical comparisons also reveal that those who participate in the teaching method that
utilises board games feel a higher level of intrinsic motivation and intention to begin ventures than students
who are not yet exposed to this alternative (Ranchhod, Gurău, & Loukis, 2021). This study thus contributes to
understanding how emotion and emotional involvement serve as antecedents of the depth or retention of
knowledge essential goals for current entrepreneurship education.
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Inclusivity and Gender Considerations
Inclusion has been identified as a defining frontier in the post-2020 literature, characterised by increased
attention to equitable access and gender-sensitive facilitation (Rojas-Lamorena et al., 2022; Bhutto, 2014).
Though most of the research has established that the engagement is widespread, there are cases when gender
can be a source of individual differences in competitive motivation (Jakobsdottir et al., n.d.) even if female
learners report having less confidence at first: what they do achieve as learning experiences, such as
collaborative gameplay or extended schema reflection, may be greater (Lameras et al., 2022). Diversity in
board game design, including role diversity, level difficulty, and structured feedback, can help reduce
participation differences. These practices are not only indicative of a more developed equity but also
sustainable, showcasing inclusive entrepreneurial ecosystems that feature diversity and collaborative
leadership (Rosli, Khairudin, & Mat Saat, 2019). In this way, inclusivity should be considered not as an
appendix or appendage but as one of the ‘prime movers’ in entrepreneurial pedagogy design.
Long-term retention & transfer of knowledge
The longitudinal bibliometric analysis shows the transferability and sustainability of the skills learnt through
simulation-based education. SS Research on serious game graduate tracking indicates that more graduates
participate in start-ups and other innovative activities within the period between one and two years post-
graduation (Ranchhod et al., 2021; Casau et al., 2024). This is in agreement with the theory of situated
cognition, which advocates for varieties of contextualised knowledge (re)development and retention stemming
from authentic problem-solving (Lameras et al., 2022). The repeated exposure to complex decision settings
enhances the retention of encoding and consistency of behaviour along dimensions that may facilitate linking
intent with economic action (Dwivedi, 2023). Accordingly, there is a long-run indication that BMBG can be
considered as a pedagogical incubator of continued entrepreneurial capacity.
Practical Implications for Educators
For practitioners, the findings offer several actionable insights:
Game-Based Learning Design Educators should structure BMBGs around clear experiential cycles:
play (experience), reflection, conceptualisation, and application. Each phase should align with intended
learning outcomes (Kolb & Kolb, 2018).
Balancing Challenge and Skill Following Flow Theory principles, the difficulty level should increase
progressively to maintain engagement. Too little challenge leads to boredom; too much induces anxiety
(Csikszentmihalyi, 1990).
Embedding Peer Reflection Post-game debriefing sessions allow learners to translate experiences into
strategic insights. This process fosters social learning and strengthens the sense of belonging within the
learning community (Wenger, 1998).
Hybrid Integration The trend toward hybrid pedagogy (Dwivedi, 2023) suggests combining physical
board games with digital dashboards for analytics and feedback increasing both accessibility and
interactivity.
Figure 9: Application model of BMBG pedagogy in hybrid learning environments
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Synthesis of Discussion
Table 6.0 : The Discussion Summary
Learning
Dimension
Observed Impact
Supporting Framework / Studies
Cognitive
Enhanced conceptual comprehension and
systems thinking
Experiential Learning Theory (Kolb, 2018);
Almeida (2017)
Behavioral
Enhanced decision-making, teamwork,
and leadership
Flow Theory (Csikszentmihalyi, 1990);
Rauch & Hulsink (2015)
Attitudinal
Greater self-efficacy, motivation and
entrepreneurial intention
Bhutto (2024); Sánchez et al. (2022)
Inclusivity
Gender-sensitive facilitation improves
engagement
Lameras et al. (2022); Rosli et al. (2019)
Sustainability
Retention and transfer of skills over time
beyond the classroom
Dwivedi (2023); Ranchhod et al. (2021)
Taken together, these results confirm that business model board games represent a multifaceted pedagogical
tool, encompassing cognitive acquisition, behavioural learning, and emotional development within a single
experiential context. They complement traditional education for entrepreneurship with competency-oriented,
inclusive, and lifelong learning models, fostering research-based innovation as world education agendas aim to
achieve sustainable development through transformative approaches.
CONCLUSION AND IMPLICATIONS
Summary of Key Contributions
This study has systematically analyzed the evolution of Business Model Board Game research in the field of
entrepreneurship education through the application of bibliometric and theoretical syntheses. The trajectory
discussed illustrates that scholars have moved from conceptual studies in the 1990s to evidence-based
investigations that demonstrated the feasibility and value of utilizing games for learning over the recent years.
By integrating ELT, Flow Theory, and CoP frameworks, this study developed a cohesive model that explains
the interactional effects of the cognitive, affective, and social dimensions on the quality and level of
entrepreneurial learning. The visual model depicted in Figure 8 demonstrates that meaning formation happens
when students inject individual and socially-crafted meanings into the game environment truly. Moreover, the
bibliometric analysis mapped the major research clusters, including the motivation, inclusiveness, and digital
pedagogy trends, indicating the field’s expansion. Thus, the theoretical contribution of the synthesis is setting
of BMBGs as not only a pedagogical factor but as a learning force majeure within the field of entrepreneurship
education urheberrega
ndring.
Theoretical and Practical Implications
This study has theoretically contributed to the field of entrepreneurship education by integrating fragmented
literature into a cohesive model that links experiential, affective, and collaborative learning. The synthesis also
bridged the gap between the learning design, learner engagement, and entrepreneurial competitivity research
lines that have largely been working in parallel Kolb & Kolb, 2018; Csikszentmihalyi, 1990; Wenger, 1998).
Practice-wise, the findings provide a scalable plan for educators and other stakeholders to foster their learners
entrepreneurial mindsets. Structured gameplay interventions have been shown to increase students’ well-being,
engagement, and retention levels, and creativity. The hybrid model proposed in Figure 9 provides the outline
for how educators can infuse BMBGs into their teaching while leveraging digital analytics and reflection to
increase their teaching accessibility automation in different education levels and systems.
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Pedagogical Implications
Furthermore, the pedagogical implications of the board game also deserve attention. It allows educators to
move from a curriculum-based approach to systemic, competence-based education in building knowledge
through iteration, testing, and reflection Rauch & Hulsink, 2015). Such games can be explicitly provided with
decision-feedback loops for strategic reasoning, resource allocation, and adaptive learning. Higher education
can also design inclusive game facilitation tailored to learner empowerment and demography, such as gender-
equal participation and non-homogeneous groups by attainment, and culturally relevant storylines to ensure
practicality across participant demographics (Bhutto, 2024). Digital addons to board games like QR-linked
materials and hybrid simulations can even help to close classroom and online learning gaps, a critical post-
pandemic education skill (Dwivedi, 2023). From an educational policy perspective, the board game’s
pedagogical inclusion in higher education in entrepreneurship studies would be a strategic priority for
economic structural changes
Practical and Policy Implications
As for the practical aspect, it appears to be a low-cost experiential learning approach that colleges may use
through BMBGs. Unlike full-scaled games, board games can be adapted to ordinary rooms and lower
technology requirements but maintain high engagement, involvement, and convenience for regular
participation (Rosli et al., 2019). The initiative to include such experiential tools in the national
entrepreneurship education policy responds to the broader agenda of an Industry 4.0-ready curriculum,
innovation-led learning, and sustainable skills. It would prove useful for the government and industrial partners
for formative application in the Work Based Learning and lifelong learning and community entrepreneurship,
particularly with SMEs and community-based companies.
Thus, BMBGs provide added value to students, while also contributing to the broader academic environment
of education and research that builds bridges between academia, policymakers and industry professionals. The
adoption of experiential and game-based pedagogies directly supports national and global educational policy
goals. For instance:
In Malaysia, these align with the Ministry of Higher Education’s Entrepreneurial Education Framework
(EE Framework 2.0), which emphasises innovation, teamwork, and applied skills.
Globally, they contribute to UNESCO’s Education 2030 Agenda, advocating for inclusive, technology-
enabled learning environments that prepare graduates for Industry 4.0 economies.
Institutions can leverage BMBG-based modules to strengthen experiential components within MBA and
entrepreneurship curriculabridging academic learning with practical decision-making, reflective
collaboration, and ethical entrepreneurship
Limitations and Future Research
While this study offers a robust theoretical and bibliometric synthesis, several limitations must be
acknowledged:
1. Database Restriction Only indexed databases such as Scopus, Web of Science, and ScienceDirect were
analysed, potentially omitting grey literature and innovative practices from smaller academic outlets.
2. Bibliometric Scope Quantitative bibliometric methods capture publication patterns but cannot fully
explain the pedagogical quality or learning depth of game-based interventions.
3. Model Generalisation The proposed integrated model (ELTFlowCoP) requires empirical validation
across varied cultural, institutional, and disciplinary settings.
Future research could extend this model through longitudinal studies or mixed-method approaches to measure
behavioural and emotional learning outcomes over time. Building on the current findings, several promising
research trajectories emerge:
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Longitudinal Impact Assessment: Examine whether engagement with BMBGs fosters sustained
entrepreneurial behaviour or post-course venture creation.
Cross-Cultural Validation: Explore how learning outcomes differ across cultural and gender contexts to
enhance inclusivity (Bhutto, 2024).
Digital Augmentation: Integrate BMBGs with virtual or augmented reality platforms to simulate complex
decision-making in real-time.
AI-Enhanced Feedback Systems: Develop adaptive analytics that track learner engagement, decision
quality, and reflective growth using machine learning.
Institutional Implementation Studies: Investigate how universities can embed board gamebased learning
into entrepreneurship curricula sustainably and at scale.
Through these avenues, researchers can continue transforming entrepreneurship education into a dynamic,
human-centred, and evidence-based discipline.
CONCLUSION
In conclusion, Business Model Board Games represent more than just a teaching innovationthey symbolise a
shift in how entrepreneurship is learned and lived. By merging experience with reflection, challenge with
collaboration, and play with purpose, they enable learners to think, feel, and act like entrepreneurs within a
safe yet authentic environment. The integration of ELT, Flow, and CoP theories offers a multidimensional
framework that not only deepens academic understanding but also resonates with institutional and policy
priorities worldwide. Ultimately, this study contributes to the growing call for transformative pedagogies, ones
that prepare future entrepreneurs to navigate uncertainty with creativity, empathy, and resilience.
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