Planspiel-Literaturdatenbank des ZMS
2024
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(2024): Nachhaltigkeitsmanagement in der Betriebswirtschaftslehre: Ansätze zur Integration in Planspielen. Bachelor Thesis
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(2024): Agent-Based Scenario Analysis in Gaming: Towards Facilitation Support with Game Playing Log Data. Doctoral Thesis
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(2024): Interactive Technique for Learning: Bookbaby
Abstract: Everyone is sold on the need to 'engage' learners through the learning process. But, many think just playing games, having fun, and ensuring participants have a great time translates into effective learning. There's more to it than that! For decades now Thiagi has shown us how to use instructional games and simulations to facilitate learning. Interactive Techniques for Learning is the culmination of that work, in partnership with his long-time disciple and business partner, Matt Richter. Together, with Esther Richter, they provide the processes and methods that enable Thiagi's activities to work. They explore: 1. An overview of the learning process and how it happens. 2. What instructional games and simulations are and how to use them effectively 3. How to create more intrinsically motivating learning environments 4. How to choose which activity to use 5. ?How to debrief an activity 6. How to evaluate both the activity and the overall learning program 7. ?Conducting and modifying activities 8. Their instructional design principles and procedures 9. ?The differences between training, facilitation, and facilitative training 10. And more Then, as one might expect from the man himself, you get 60 activity protocols categorized into 11 different interactive strategies. Some are oldies, but goodies, updated for the 21st century. Others are brand spanking new.
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(2024): Die Auswirkungen von Self Disclosure in Gesellschaftsspielen unter Kolleginnen und Kollegen. Master Thesis
Abstract: Gute Beziehungen unter Kolleginnen und Kollegen können Vorteile für Mitarbeitende und Unternehmen mit sich bringen. Dadurch besteht ein Interesse, diese Beziehungen zu stärken. Als ein wichtiger Aspekt von guten Beziehungen und auch deren Entwicklung kann Self Disclosure angesehen werden, sprich die Kommunikation von selbstbezoge-nen Nachrichten. Interpersonale Auswirkungen können zudem als Potenzial von modernen Gesellschaftsspielen angesehen werden. Die vorliegende Arbeit geht deshalb der Frage nach, wie sich Self Disclosure in modernen Gesellschaftsspielen auf die Be-ziehungen der teilnehmenden Kolleginnen und Kollegen auswirken kann. Dafür wurde eine qualitative Studie durchgeführt, in der Gruppen von Kolleginnen und Kollegen das moderne Gesellschaftsspiel reMEmber spielten, und die Teilnehmenden im Nachhinein in Einzelinterviews zu den Erfahrungen und Auswirkungen des Spielens befragt wurden. Die Ergebnisse weisen darauf hin, dass das Spielen von reMEmber die Beziehungen zwischen Kolleginnen und Kollegen kognitiv und emotional beeinflussen kann. Das Spie-len von reMEmber kann Vertrauen aufbauen und ein intimes, verbindendes Erlebnis zwischen den Spielenden schaffen. Im beruflichen Kontext kann durch das Spielen von reMEmber zur Reflexion angeregt werden. Das Spielerlebnis kann wiederum Potenzial für weitere positive Entwicklungen der Beziehungen und der künftigen Zusammenarbeit bieten. Um die Ergebnisse auf ihre Langfristigkeit zu überprüfen, sollten mit zeitlichem Abstand Befragungen mit Teilnehmenden durchgeführt werden. Darüber hinaus bieten die Wiederholung der Studie mit einem anderen modernen Gesellschaftsspiel oder einer angepassten Stichprobe, aufbauende Untersuchung einzelner Effekte wie Vertrauen, In-timität und Flow und der genauen Ergründung der Ursache der positiven Effekte nach dem gemeinsamen Spielerlebnis Anlässe für künftige Forschungsvorhaben.
2023
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(2023) : Simulating the impact of cognitive biases on the mobility transition In: Becu, Nicolas: Simulation and Gaming for Social and Environmental Transitions: Proceedings of the 54th Conference of the International Simulation and Gaming Association, S. 30-42
Abstract: Climate change is becoming more visible, and human adaptation is required urgently to prevent greater damage. One particular domain of adaptation concerns daily mobility (work commute), with a significant portion of these trips being done in individual cars. Yet, their impact on pollution, noise, or accidents is well-known. This paper explores various cognitive biases that can explain such lack of adaptation. Our approach is to design simple interactive simulators that users can play with in order to understand biases. The idea is that awareness of such cognitive biases is often a first step towards more rational decision making, even though things are not that simple. This paper reports on interactive simulators of potential factors of resistance, and illustrates their explanatory power on various scenarios. These simulators can be played online, with the goal to provide users with food for thought about how mobility could evolve in the future. Work is still ongoing to design a user survey to evaluate their impact
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(2023): Planspielbasierte Lehrveranstaltungen: Ein Vergleich zwischen Präsenz- und Onlinelehre. In: Zeitschrift für Hochschulentwicklung 18, S. 345-363. Online verfügbar unter https://www.zfhe.at/index.php/zfhe/article/view/1721
Abstract: Während der pandemiebedingten Distanzlehre mussten auch Planspiele auf ein Onlineformat umgestellt werden. Aufgrund der Komplexität der Methode war die Herausforderung hier besonders hoch. Der Beitrag analysiert anhand von Evaluationsdaten aus 124 planspielbasierten Lehrveranstaltungen, welche Ge-meinsamkeiten und Unterschiede beim Einsatz von synchronen Präsenz- und On-lineplanspielen in der Hochschullehre bestehen. Der Vergleich zeigt in mehreren Dimensionen (z. B. Lehrendenverhalten, Mitarbeit der Studierenden, Teamarbeit) zwar signifikante, allerdings eher kleine Unterschiede. Deutlichere Unterschiede zeigt der Vergleich Online/Präsenz lediglich bei haptischen Planspielen. Die Au-toren folgern, dass die Übertragung von Planspielen in die Onlinelehre insgesamt als gelungen angesehen werden kann.
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(2023): The Role of Reflection in Learning with Simulation Games – A Multi-Method Quasi Experimental Research. In: Simulation & Gaming. Online verfügbar unter 10.1177/10468781231194896
Abstract: Introduction The role of reflection in experience-based learning is discussed widely. This paper researches the effects of a reflection assignment as part of debriefing with qualitative and quantitative methodology in five simulation game-based seminars. Research Design and Methods The intervention (reflection assignment) used in this study consists of three reflective questions that are discussed in groups. We aim to find out the effects of adding this intervention to the regular in-between-debriefings (three times during the whole seminar). The methodological setup is quasi-experimental and so, consisted of a test group and a control group. Two different types of simulation games were used, one a general management game and the other a change management game. Data used in this study is gathered from three different sources: First, we used in-game-performance data from both games. Second, we used two types of questionnaires to evaluate game experience and self-reported learning (MEEGA+ and ZMS inventory). Third, the reflection notes from the treatment-teams were used for qualitative analysis. Results In several dimensions (game-success, game-experience and self-reported learning) significant differences were found between treatment and non-treatment students. Qualitative data show a deep level of reflection for treatment teams differentiating for the two simulation games evaluated. Discussion Supported by the qualitative reflection data we assume that the better results for treatment-students are routed in the repetitive reflection. The permanent circular reflection helps treatment students to understand the games better and gain deeper insights.
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(2023) : Simulation Games on Sustainability – A Comparative Study In: Harteveld, Casper; Sutherland, Steven; Troiano, Giovanni; Lukosch, Heide; Meijer, Sebastiaan (Hg.): Simulation and Gaming for Social Impact, 13622: Cham: Springer International Publishing (Lecture Notes in Computer Science), S. 121-133. Online verfügbar unter 10.1007/978-3-031-37171-4_8
Abstract: Sustainability is an essential factor for the future of mankind. This applies to all areas of society, but especially to the economy, which is responsible for a significant part of resource consumption. Therefore, the education of business students as future executives is of essential importance for the successful change towards sustainability. Against this background, the following article compares simulation games on sustainability and business simulations. The results are based on a quantitative empirical survey with a total of 1101 participants, of whom 125 took part in a total of 6 simulation game seminars on sustainability. On the one hand, the acceptance of simulation games on the topic of sustainability among business students at the DHBW Stuttgart is investigated. On the other hand, essential components that are responsible for the success of simulation game events are recorded and similarities and differences between business management simulation games and simulation games on sustainability are analysed. The results show a high acceptance, satisfaction and learning success of business students with the sustainability simulation games used at the ZMS. In addition, despite many similarities, some practically significant structural differences can be observed, especially in the field of teamwork and engagement during plenum discussion.
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Angelini, M. Laura; Muñiz, Rut (Hg.) (2023): Simulation for Participatory Education. Cham: Springer International Publishing (Springer Texts in Education)
DOI: https://doi.org/10.1007/978-3-031-21011-2 Abstract: This textbook explores the use of simulation within the context of education and internationalization. Simulation is broken down into its phases and these elements are discussed by experts, most of whom have long tradition in the application of simulation. Simulation is treated with references to the specific needs of practitioners, educators and researchers in initiating and developing simulation in different fields of study, with specific reference to teacher education. This volume focuses on presenting simulation as a means to facilitating students’ openness to complexity and development of intercultural skills through virtual exchange. Thus, it provides educators and researchers with a conceptual and practical resource that tackles the critical role of cognitive and metacognitive complexity in the education of future global professionals through intercultural pedagogy. By tracing the roots of simulation and outlining a framework to support professional learning through experiential-based research, this textbook will prove invaluable for teacher trainers, practitioners and researchers interested in simulation.
Beiträge zu diesem Sammelband: -
(2023) : Educational Effects of Gaming Simulation for Experiencing "The World Lacking Something": Through an Experimental Lessen about Society without Scientific Communication In: Becu, Nicolas: Simulation and Gaming for Social and Environmental Transitions: Proceedings of the 54th Conference of the International Simulation and Gaming Association, S. 20-29
Abstract: In this study, the authors introduced the learning effects of gaming simulation in which students experience “the world lacking something.” This study developed a lesson in which students experience a world without science or scientific communication as a gaming simulation of the world lacking something. Hypotheses in this study are as follows: 1) Through the games, students can realize the difference between the real world and the world lacking science, 2) By experiencing “the world lacking something,” students can realize the social significance of science. In the lesson, the students experienced the world lacking something, which was completely devoid of the formative aspiration of science and very different from the real world where discussion was not possible for the students. Thus, the students could realize the difference between the real world and the world lacking science. So, it can be said that Hypothesis 1 was backed up. Furthermore, the students learned two things through the lesson: (1) the significance of science as a medium for democratic discussions with others, (2) the significance of science for enabling them to judge democratic decisions. From the above, by experiencing the world lacking something, the students could realize the social significance of science. So, hypothesis 2 is backed up. In the near future, in order to extend the results of this study, it is necessary to examine what would happen if students did not usually have interest in science.
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(2023): Quo Vadis Business Simulation Games in the 21st Century?. In: Information 14 (3). DOI: 10.3390/info14030178
DOI: https://doi.org/10.3390/info14030178 Abstract: Business simulation games have become popular in higher education and business environments. The paper aims to identify the primary research trends and topics of business simulation games research using a systematic and automated literature review with the motivation of research (learning driven and domain driven). Based on these findings, the future development of business simulation games research projected papers that research business simulation games were extracted from Scopus. Second, the research timeline, main publication venues and citation trends have been analysed. Third, the most frequent words, phrases, and topics were extracted using text mining. Results indicate that the research on business simulation games has stagnated, with the most cited papers published in the 2000s. There is a balance between learning-driven and domain driven-research, while technology-driven research is scarce, indicating that the technology used for business simulation games is mature. We project that the research on business simulation games needs to be directed in the area of new technologies that could improve communication with and among the users (virtual reality, augmented reality, simulation games) and technologies that could improve the reasoning and decision-making complexity in business simulation games (artificial intelligence).
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(2023): Talk That Talk. The Evaluation and Redesign of a Persuasive Game For Tackling Sexual Violence Among Students in Dutch Universities. Delft University of Technology, Delft.
Attachment: 8c440c8f-1bcf-4f51-8793-86c71dccf3b5.pdf
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(2023) : Talk That Talk. Design and evaluation of a persuasive card game against sexually transgressive behaviour In: Becu, Nicolas: Simulation and Gaming for Social and Environmental Transitions: Proceedings of the 54th Conference of the International Simulation and Gaming Association, S. 54-67
Abstract: Sexually transgressive behaviour (STB) causes serious health problems for, among others, students of higher education. The persuasive card game TALK THAT TALK was designed to promote ethical bystander behaviour in STB situations and contribute to a social transition to less sexual violence. To this aim, the game facilitates Intergroup Dialogues between female and male players. A controlled experiment was conducted to evaluate the game. The outcome variables of the experiment were obtained from the literature: Willingness to Intervene, Awareness of prevalence of STB, and Bystander Responsibility. Quantitative and qualitative analyses, including validated questionnaires and semi-structured interviews, were employed to measure the game’s effects. Participants evaluated the quality of the game (session) and game experience positively and reported that meaningful intergroup dialogues about STB situations took place during the game session. As a result, in the experimental group a significant increase of the three outcome variables was observed, whereas in the control group a non-significant decrease was found. We concluded that the game TALK THAT TALK has the potential to promote ethical bystander behaviour in STB situations by facilitating an intergroup dialogue between female and male participants. Future research should establish if the results can be generalised to a more representative sample of participants and if the game effects may be improved when institutes for higher education include the game in large-scale intervention programmes against sexually transgressive behaviour.
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Becu, Nicolas (2023): Simulation and Gaming for Social and Environmental Transitions. Proceedings of the 54th Conference of the International Simulation and Gaming Association. LIENSs laboratory, CNRS / La Rochelle University
Abstract: The proceedings of the 54th edition of the International Simulation and Gaming Conference, covers a wide range of application types such as serious games for education, participative use of simulation games, design of board games and role-playing games, gamified environments and more. Some are meant to raise awareness on specific issues, others are intended for training purposes, and still others are designed to facilitate and encourage collective action. In this publication, readers will find full papers and extended abstracts dealing with the evaluation of the effects of simulation games, including learning effects, effects on organizational or collaborative behavior, effects on motivation and engagement as well as, in a more innovative vein, effects on players' emotions. Other papers deal with design issues, analyzing role design, co-design processes or even the treatment of system complexity in game design. The use of new technologies, such as augmented reality, or the use of online educational games, are also addressed. Interestingly, several papers address the facilitation of simulation games, and seek to better characterize the facilitation role and its associated skills. Similarly, some authors propose characterizations of player profiles. Meanwhile, the 54th edition of ISAGA conference highlighted the theme of "Simulation and gaming for social and environmental transitions". The ISAGA community responded enthusiastically to this call, and these proceedings include a large number of full papers and extended abstracts that approach this theme from different angles. Readers will find a large number of simulation games dealing with the multiple challenges of transitions, from games on energy transition, low carbon, sustainable development, "limits to growth", nature-based solutions, to games on the relation to science, equity issues, or ethics in transitions. Some of these games are meant to explore various transition pathways, others are meant to encourage social awareness about critical social or environmental problems. Finally, a number of papers present critical thoughts about the role of simulation and gaming in transition processes. Some question the concept of transformational learning, others analyze the rhetoric of social change games, and still others discuss the role of simulation games in the participation of citizens in transition processes. In short, the proceedings of the 54th ISAGA conference provide a condensed overview of international research and current practices in the domain of simulation and gaming, focusing on issues of design, use and evaluation of simulation games in the present period of social and environmental transitions.
Beiträge zu diesem Sammelband:- Adam 2023 – Simulating the impact of cognitive
- Baba, Ohyama 2023 – Educational Effects of Gaming Simulation
- Baijanova, Kortmann et al. 2023 – Talk That Talk
- Boissier, Ferrand et al. 2023 – Playing with flows in transition
- Braun, Nohr et al. 2023 – Interaction for Participation
- Cossa, Alturas et al. 2023 – Pan Africa Business Simulation Games
- Gerner 2023 – Sustainability through Simulation Games
- Hallinger, Chatpinyakoop et al. 2023 – Leading Change for Sustainability
- Kameyama, Hamada et al. 2023 – Development of Car Insurance Game
- Kochar, Karklins et al. 2023 – Mirrors in Smog City
- Peters, Looze et al. 2023 – Exploring the Pitfalls of Participatory
- Sakuma, Furutani 2023 – M&A gamification scheme for acknowledging
- Taillandier, Moatty et al. 2023 – A Learning Game to promote
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(2023) : Exploring the Use of Immersive Virtual Reality Games in a Formal School Environment In: Harteveld, Casper; Sutherland, Steven; Troiano, Giovanni; Lukosch, Heide; Meijer, Sebastiaan (Hg.): Simulation and Gaming for Social Impact, 13622: Cham: Springer International Publishing (Lecture Notes in Computer Science), S. 22-35
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(2023): Agile Spiele und Simulationen. Praxiserprobte Games für Agile Coaches und Scrum Master. Heidelberg: dpunkt.verlag GmbH
Abstract: Der umfassende Spiele-Werkzeugkoffer für alle, die Workshops zu agilen Methoden moderieren Über 70 vielfach erprobte Spiele und Simulationen mit direktem Bezug zu agilen Prinzipien Beschrieben werden Vorbereitung, benötigtes Material, Ablauf, Nachbereitung und Stolperfallen jedes Spiels Die deutlich erweiterte Neuausgabe von »Agile Spiele – kurz & gut« beschreibt jetzt auch Online-Versionen vieler Spiele und Simulationen und gibt Anleitungen, Tools und Tricks an die Hand, wie das Spielen remote gelingen kann Mit zahlreichen farbigen Abbildungen Spiele und Simulationen unterstützen Agile Coaches und Scrum Master optimal dabei, agile Prinzipien und Praktiken in Workshops und Trainings zu veranschaulichen – und sie machen Spaß! Mittlerweile sind sie fester Bestandteil des Werkzeugkoffers von agilen Moderatorinnen und Moderatoren. Dieses Buch beschreibt über 70 Spiele, die sich in der Praxis besonders bewährt haben. Marc Bleß und Dennis Wagner – beide seit vielen Jahren als Agile Coaches tätig – erläutern zunächst, was bei der Moderation von agilen Spielen zu beachten ist und wann welches Spiel eingesetzt werden kann. Sie zeigen außerdem, wie die meisten dieser Spiele auch in Online-Workshops genutzt werden können und was dabei grundsätzlich zu beachten ist. Vorgestellt werden Spiele aus diesen Kategorien: Vermittlung von agilen Prinzipien Simulationen von agilen Praktiken Kommunikation und Social Dynamics Eröffnung und Abschluss eines Trainings Energizer und Auflockerungen für zwischendurch Neu: Technical Skills – Spiele für die Vermittlung agiler Entwicklungspraktiken Das Buch ist eine Erweiterung des beliebten Taschenbuchs »Agile Spiele – kurz & gut«. Es enthält zahlreiche neue spannende Games und jetzt auch viele farbige Abbildungen. Alle Spielanleitungen wurden überarbeitet und ergänzt. Die Autoren beschreiben Vorbereitung, benötigtes Material, Ablauf und Nachbereitung jedes Spiels sowie mögliche Stolperfallen. Die vielen konkreten Tipps und Beispiele aus der Praxis garantieren, dass Spielfreude aufkommt und du erfolgreiche Workshops und Trainings durchführst.
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(2023) : Playing with flows in transition territories In: Becu, Nicolas: Simulation and Gaming for Social and Environmental Transitions: Proceedings of the 54th Conference of the International Simulation and Gaming Association, S. 118-131
Abstract: These environmental and social challenges of the Anthropocene require us to imagine and implement alternatives to the current global economic organization. Accounting in biophysical flows (material, energy, land use, …) is one grid of analysis providing insights on the alternatives’ sustainability (strong sustainability and ecological economics frameworks). These tools are indeed relevant to highlight systemic effects (interdisciplinary understandings, spatial and temporal scales) on resources and important pressures to consider for the transformation of territories. If this biophysical flow vision may be very useful, it however remains for expert use only. However, one of the challenges of transition territories is to involve the populations in participatory processes in order to put their knowledge, wishes and specific capacities for action in synergy. Among the several participatory tools, serious games have long since proven their ability to sensitize to sustainability issues, facilitate learning and support changes. This paper presents an exploratory work to get insights on how playing with material and energy flows, fostering biophysical accounting and systemic vision learning to support stakeholders in territories’ transitions. A first work on literature aims at understanding how resource flows are involved in existing sustainability games. We then present three experiments we made to play with material and energy flows analysis: one first game focusing on biophysical accounting, two games aimed at pointing out systemic effects on resources and three workshops in which an energy flow analysis diagram was discussed with stakeholders in a territory involved in resource management participatory process.
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(2023) : Interaction for Participation - The hybrid threshold experience as a participatory transformation process in the citizen participation game In: Becu, Nicolas: Simulation and Gaming for Social and Environmental Transitions: Proceedings of the 54th Conference of the International Simulation and Gaming Association, S. 88-94
Abstract: The idea of translating citizen participation processes into hybrid games is ubiquitous. This decision is usually justified by the possibility of simplifying complex issues and using real data. However, hybridization as a combination digital and physical space offers another advantage that has not been highlighted so far: By creating a digital threshold, it enables a highly accessible transformation from participants to players. In citizen participation processes, a wide range of social groups encounter, thus the reduction of (social and gaming) inhibition is even more important for broad participation. While these benefits of the digital space are of great relevance, especially for the start of a game, the physical space creates an equally large opportunity of transparency and direct exchange. Particularly in mobility transformation, there is a need to sensitize citizens for the topic and make sure that they are engaged to get honest and thoughtful responses, so creating transparency is especially important. Based on the development of the citizen participation game UTurn, the authors took a closer look at the problem of participation as well as its solution by establishing a threshold. The following article therefore aims to shed light on this very establishment of a threshold experience in hybrid citizen participation processes and to debate its potentials and hurdles.
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(2023): Prospectors of the Dunes and Beyond: A Geographical Study of Anti-Locust Expertise in Mauritania. Master Thesis
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(2023) : Resto Quest – A Serious Game on the Restorative Effects of Immersive Virtual Environments In: Harteveld, Casper; Sutherland, Steven; Troiano, Giovanni; Lukosch, Heide; Meijer, Sebastiaan (Hg.): Simulation and Gaming for Social Impact, 13622: Cham: Springer International Publishing (Lecture Notes in Computer Science), S. 199-213
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(2023) : Pan Africa Business Simulation Games: The ITIS Case Study In: Becu, Nicolas: Simulation and Gaming for Social and Environmental Transitions: Proceedings of the 54th Conference of the International Simulation and Gaming Association, S. 142-149
Abstract: Economists have demonstrated a positive correlation between management quality and the country's economic performance. In turn, business simulation games have shown their educational effectiveness in developing management skills crucial for African countries. However, its use is still nascent. Although they present different characteristics favorable to its implementation, for example, The African Continental Free Trade Area, the Digital Transformation Strategy Project for Africa (2020-2030), and The Pan-Africa Games Group, they also present singular characteristics such as the predominance of the informal sector, political instability, and high corruption rates. These factors influence the designing and adoption of the Pan-African Business Simulation Games Framework suitable for this specific context. This proposal aims to contribute a gaming framework to support collaborative development and appropriation by the end-users and Multi-User with content representative of their contextual diversity. The successful EVER project and Bootcamp created by the Mozambican firm ITIS, which adopted a lean startup methodology to add local content in Business Games, can inspire the Pan African Business Simulations Games - PABSG.