Towards a Systematic Requirements Engineering for
IT System-based Business Simulation Games
Robert Häusler, Marcus Tröger, Daniel Staegemann, Matthias Volk and Klaus Turowski
Magdeburg Research and Competence Cluster Very Large Business Applications, Faculty of Computer Science,
Otto-von-Guericke University Magdeburg, Magdeburg, Germany
Keywords: Serious Games, Business Simulation Games, Requirements Engineering, Education.
Abstract: Motivation has been observed to be crucial for learning success. In computer science education, new
approaches for knowledge transfer that create more engagement by their users seem to be a desirable solution.
This can be facilitated, inter alia, through business simulation games (BSG). Within this paper, a preliminary
literature review is conducted to gather the first requirements for an extendable catalog that can be valid for
various BSG. Many different generic success factors, best practices or established methods are identified in
various publications providing promising approaches for deriving appropriate BSG requirements. The
dominance of non-functional requirements is noticeable, whereas the majority of functional requirements
possibly will not become determinable until it comes to the specific game design. Therefore, the publication
at hand can be considered as preparatory work for a future BSG as a Service concept.
1 INTRODUCTION
“In games begin realities” (Abt, 1987), what Clark C.
Abt stated with his foundational work Serious Games
in 1970 proves to be still valid: Games can be used as
an instrument for knowledge transfer to increase the
learning performance. However, this approach was
underestimated for a long time (Wilkinson, 2016), but
from the beginning of the 21st century, learning
behavior has changed (Jacob and Teuteberg, 2017).
Nowadays, motivational aspects (Weppel et al., 2012;
Fischer et al., 2017) and interactivity (Lukita et al.,
2017) have become more important. According to
McGonigal, games have the ability to stimulate
intrinsic motivation and also to generate a high level
of engagement with the background information and
knowledge (McGonigal, 2011). Especially this
willingness to participate is decisive for learning
success (Hamari et al., 2016). Looking at the different
taxonomies in this research field, there are many
various types and application ranges of serious
games, such as in government, healthcare, industry,
and marketing (Gloria et al., 2014; Greco et al.,
2013), or also in the field of education and training
(Jacob and Teuteberg, 2017).
Education Service Providers (ESP) try to support
various educational institutions in the knowledge
transfer process by creating and offering learning
material among other things. One of the domains that
is highly relevant for the business world is the
provisioning of SAP-related application knowledge.
Within this field, those ESP are using so-called
“teaching and learning environments”, consisting of
an information or application system including access
to it, a model (company) and teaching materials
(Häusler and Bosse, 2018). They prepare knowledge
demand-oriented and make it available worldwide.
For that, until now, forms of case studies were the
prevailing method (Leyh et al., 2012). However, over
the years, several issues with this approach became
apparent through the feedback of the corresponding
community. Oftentimes, the case study documents
are seen as “click instructions”, resulting in limited
learning success, generating only low motivation and
do not provide any incentives for the learners.
As motivated before, serious games are able to
solve these kinds of problems. In particular, business
games as a subarea of serious games can be used to
impart knowledge about business processes,
decision-making, financial management or
communication skills (Abt, 1987; Greco et al., 2013;
Lainema, 2003) in a playful and motivating way.
Furthermore, fostering the learners’ understanding by
simulating real-world environments or even single
parts in this context, these games were turning into
386
Häusler, R., Tröger, M., Staegemann, D., Volk, M. and Turowski, K.
Towards a Systematic Requirements Engineering for IT System-based Business Simulation Games.
DOI: 10.5220/0010497503860391
In Proceedings of the 13th Inter national Conference on Computer Supported Education (CSEDU 2021) - Volume 1, pages 386-391
ISBN: 978-989-758-502-9
Copyright
c
2021 by SCITEPRESS Science and Technology Publications, Lda. All rights reserved
business simulation games (BSG). For instance, a
well-known and established BSG in the field of
Enterprise Resource Planning systems is ERPsim,
which is used in education since 2004 (ERPsim Lab,
2021; Hwang, 2018; Léger, 2006; Léger et al., 2010;
Leyh, 2017; Utesch et al., 2016). It consists of games
for manufacturing, logistics, retail, and distribution
with defined processes and determined products. To
cover a wider range of miscellaneous theoretical
knowledge and other processes on top of variable use
cases, and using alternative integrated systems, an
overall concept for the configurable simulation of
system-based business processes is needed. With the
help of various BSG in this field, the main aim is to
support many diverse learning setups mostly first
(home) and second space (workplace) environments
and thus to increase both motivation and learning
success. Obviously, such a “BSG as a Service”
(BSGaaS) concept has to deal with many (technical)
challenges in order to reduce costs and efforts
regarding development, deployment, and hosting on
the part of the ESPs. One prerequisite for the actual
implementation of such a solution is the identification
of success factors and afterwards the engineering of
the corresponding requirements that can be valid for
developing a wide range of games. For this purpose,
other projects have to be examined to build upon their
results and experiences. Consequently, the following
research questions are addressed:
RQ1: What are universal functional and non-
functional requirements for BSG in an IT system
context?
RQ2: Which constraints for BSG do exist in the
scientific literature?
In order to answer the questions, the paper is
structured as follows. After introducing the overall
problem at hand, the research design is described in
the next section. Thereupon, the first findings are
presented, and in the end, the further proceeding is
depicted.
2 RESEARCH DESIGN
Applying the design science research according to
Hevner et al. (2004), this paper is intended to do the
preliminary work for a future BSGaaS. With the help
of this constructivist paradigm, an expandable catalog
of requirements will be designed as the IT artifact,
since those have a major influence on the success of
projects (Ebert, 2019). Conducting a structured
literature review that is partially based on Seuring and
Müller (2008), which is to be extended in future work,
first general requirements for BSG are gathered that
can be seen as success factors, best practices or
established methods. The resulting requirements
collection of this paper will be systematically
evaluated and extended in future work by cooperating
with the corresponding stakeholders, like experts of
the ESPs, lecturers, and learners among others, based
on the prevailing model of Ebert (2019).
For the literature review, only peer-reviewed
documents, such as journal or conference articles as
well as books are considered. Therefor, the relevant
search terms are derived from the motivational
section and the research questions: “Requirement”,
“Constraint”, “Serious Game”, “Business Game”,
“Simulation” and “Stakeholder”. Moreover, also the
plural forms and the German equivalents are used for
the search. These terms are chosen to be minimal (e.g.
the intentional waive of “ERP”) so that the result set
is generic and not strongly limited. As suggested by
Seuring and ller (2008), the terms are firstly solely
queried before they are combined in a multi-stepped
procedure to take all possible permutations into
account. The combinations always consist of terms
from different clusters, but are not mixing languages.
Creating a combination, a maximum of one term per
cluster is selected to obtain a manageable number of
queries. To get a general (not a complete) overview,
the following search engines are chosen for their
extensive databases and their accessibility: Google
Scholar, UBfind and SpringerLink. Further libraries
will be investigated in the future. The relevance of the
identified results is assessed via the exclusion
principle by reading consecutively the title, the
abstract and the entire publication. Due to the work in
progress status of this paper, the whole selection
process is not described in detail and the descriptive
analysis is not performed yet.
However, within the content analysis, all relevant
works are read. The aspects found there are
categorized deductively based on the common types
of requirements that are shown in the following
Figure 1.
Figure 1: Requirements classification (Ebert, 2019).
As depicted, requirements can generally be
distinguished into three categories (Ebert, 2019; Pohl,
2010; Robertson and Robertson, 2011). The authors
Requirements
Functional
Requirements
Non-
functional
Re
q
uirements
Constraints
Towards a Systematic Requirements Engineering for IT System-based Business Simulation Games
387
state that functional requirements describe “things the
product must do” (Robertson and Robertson, 2011). In
fact, users have to be enabled to accomplish their tasks,
whereas non-functional requirements (or quality
requirements) specify criteria for the product quality.
Finally, constraints are organizational or technical
requirements restricting the way of product realization.
3 FIRST FINDINGS
In this section, the identified requirements are
described and categorized according to the above-
mentioned classification. In order to ensure a better
visual detection, these possible BSG properties are
marked bold. Although “requirements” were
searched for, the results are often not formulated in
strict terms of requirements engineering but rather in
their natural meaning. More precisely, they tend to
describe success factors or best practices, which in
some cases only allow a fuzzy assignment to the
requirement types. However, considering the found
outcome as a basis or template, it is possible to derive
specific requirements for various instantiated BSG
projects, potentially resulting in synergy effects. In
the following, at first functional and then non-
functional ones are outlined. Since constraints usually
serve as supplements (Ebert, 2019), they might not be
further specified in the literature. However, a few
generic examples are given in the end.
Creating a BSG, one of the first fundamental
choices to make is the game approach itself. This
decision has a significant impact on the implemented
range of functions. Prensky distinguishes between
“mini” and “complex” game approaches (Prensky,
2008) while recommending mini-games, since they
can be played to completion within a single class
period and hence, might get used more by lecturers.
They can be created relatively easily as well as
inexpensively (compared to complex games) and just
focus on single aspects without getting lost in
complexity, which might be also useful considering
the “as a Service” approach. Developing good,
complex games for education is rather difficult, costs
a lot of money and time. Thus, complexity plays a key
role, influencing the degree of the game difficulty
among other things. If the number of input/output
parameters that the players have to decide on increases,
the BSG become more complex and complicated
(Trautwein, 2011). In the case of high complexity,
games should encourage teamwork (Blažič et al.,
2012), as another fuzzy success factor that is primarily
seen as a non-functional requirement but influences
also functional ones. Learners acquire soft skills like
the ability to work in groups, dealing with conflicts,
organizing plans and exercising leadership, but also
communicating, motivating each other, and carrying
out a project together (Ceschi et al., 2014). Because of
this need for organization and interaction, many games
require communication tools like e-mail, web
conferencing, or chat rooms (Asakawa and Gilbert,
2003) as a functional requirement.
Furthermore, the use of web-based applications
is proposed due to the advantages of PCs and the
internet: Quick and simple inputs, easily changeable
business environments, graphical presentation of
results (Asakawa and Gilbert, 2003; Blažič et al.,
2012). In consequence of influencing the (functional)
architecture or serving as an entity in data or structure
models, this finding could be assigned to the
functional requirements, but it could be also seen as a
limiting factor (constraint) for the used infrastructure,
or unquestionable as a quality factor in terms of
design decisions, which leads now to the non-
functional requirements.
In this context, the importance of interface
design is also emphasized, because “attractive
screens” of BSG have a positive influence on gaming
behavior (Tao et al., 2009). Moreover, logically, it
plays a key role in completing tasks and achieving
goals effectively, efficiently, and satisfactorily. Other
success factors that potentially leading to non-
functional requirements have a similar effect. Hence,
market reality and the game background
environment also influence perception of the game.
A business game should paint an accurate picture of
the market reality (Blažič et al., 2012). Otherwise,
using unrealistic or outdated models could adversely
affect learning results and learners’ motivation. The
game background environment can be either
industry-specific or generic. In an industry-specific
game, the developers attempt to replicate a real
industry environment, in which learners virtually gain
(near) real-world experiences (Blažič et al., 2012). On
top of that, simulation or simulated systems enable
learners for example to estimate the consequences of
decision-making in a low-cost and low-risk
environment (Corti, 2006), which is a good argument
for BSG in general. Coincidently, the time period
simulated indicates whether learners have to focus on
short-term or long-term strategic decisions (Blažič et
al., 2012), varying from a few hours to whole days or
months (Trautwein, 2011).
Considering again the online communication and
teamwork aspects, the aforementioned web-based
interactions are often slower than face-to-face
communication. If the lecturers or the players desire a
more interactive game experience, it is necessary to
CSEDU 2021 - 13th International Conference on Computer Supported Education
388
communicate in synchronicity. In contrast,
asynchronous communication allows participants with
different schedules to play with each other (Asakawa
and Gilbert, 2003). Interactivity also affects the
duration of BSG. If the players can receive immediate
responses from the game, it is usually completed faster
compared to decisions that are submitted to a game
administrator first (Blažič et al., 2012).
For a smooth progression of the game, it is
essential to provide user manuals delivering “step-
by-step instructions” and additional material giving
information about maintenance and technical issues
(Asakawa and Gilbert, 2003). Briefing and
debriefing sessions are required to introduce and
explain game mechanics, respectively to confirm the
knowledge of learners, clarify misunderstandings,
and correct mistakes (Asakawa and Gilbert, 2003;
Blažič et al., 2012). With regard to the motivated ESP
environment, all those kinds of documents have to be
a part of the BSG itself, since the familiarization of
the lecturers is a precondition for a smooth game
process. Furthermore, engaging learning goals,
especially entrepreneurial thinking, leadership skills,
problem-solving or dealing with complexity
(Trautwein, 2011) are also important to keep the
interest of a player (Prensky, 2008; Tao et al., 2009).
As introduced in the beginning, motivation is a key
factor. To keep players motivated, BSG should fulfil
requirements like a well-thought structure, provide a
sense of winning while remaining challenging and
integrate a role-play model. It is necessary to
determine whether the decisions of the players
influence the results of each other or not (Blažič et al.,
2012). Empirically, the balance of cooperation and
competition leads to a greater engagement (Prensky,
2008; Tao et al., 2009). These aspects additionally
enhance the experience and learning rate of the
players as well as help to develop skills and strategies
(Asakawa and Gilbert, 2003). BSG should try to
provide that balance just like the interplay between
discussions and decisions, since decisions are the
core of the “learning loop”: Decision, action,
feedback, reflection (Prensky, 2008; Tao et al., 2009).
Figure 2 visualizes the findings so far. As
depicted, one dimension shows the identified success
factors, the other dimension lists the authors of the
relevant publications. A cross-mark indicates if the
requirement is mentioned in the corresponding
literature source. Additionally, the partly colored
frame is used for the provisional categorization.
There are a lot more generic non-functional
requirements, for example, reliability, the plausibility
of results, maintainability, testability, expandability,
and portability. whereas constraints are marginally
dealt with in the investigated literature base, probably
since they generally describe limits, (legal)
regulations, standards or costs, budgets, and
conditions as well as organizational structures (Ebert,
2019). Some of the findings could also partly be
interpreted as constraints. This includes, for example,
reducing complexity in order to save costs or limiting
the used technologies or tools. However, by
definition, constraints restrict the development
process or the product itself (Pohl, 2010), so that they
are usually specified with or after formulating well-
defined functional and non-functional requirements
as they depend on the purpose of the specific product.
Figure 2: Findings summary.
4 CONCLUSION AND FURTHER
PROCEEDING
The aim of this paper was to check whether general
requirements for serious or business games can be
found in the literature and to bring them together into
an extendable catalog, which serves as a preliminary
Explanation
Tend to influence:
Functional Requirements
Non-functional Requirements
Both Categories
X
XX
X
X
XX
XXXX
XXX
X
X
XXXX
XX
X
X
XXX
X
XXX X
X
X
X
XX
XXX
Blažič et al., 2012
Trautwein, 2011
Tao et al., 2009
Prensky, 2008
Corti, 2006
Ceschi et al., 2014
Asakawa and Gilbert, 2003
Mini-games Approach
Teamwork
Communication Tools
Complexity
Simulation
Game Background Environment
Ma rket Re a lity
Interface Design
Web-based Applications
Briefing
Additional Material
User Manuals
Cooperation and Competition
Role -pla y
Sense of Winning
Structure
Goals
Duration
Interactivity
Synchronicity
Discussions and Decisions
Towards a Systematic Requirements Engineering for IT System-based Business Simulation Games
389
work for a future BSGaaS concept. To sum up, the
literature review allowed to identify many different
requirements in various publications. As
aforementioned, although the results are referred to as
“requirements” in the investigated literature, they
differ in terms of specificity according to the
prevailing requirements engineering process.
Nevertheless, those success factors, best practices or
established methods provide promising approaches
for deriving appropriate BSG requirements.
After the preliminary review of literature, despite
the fuzzy assignment, the dominance of non-
functional requirements is noticeable. However, this
was expected, since the majority of functional
requirements will not become determinable until it
comes to the concrete or specific design of the game.
Moreover, they will most likely differ from game to
game. In contrast, constraints probably mostly
depend on the ESP and its organizational
environment. Regarding the requirements
engineering essentials, although non-functional
requirements are often difficult to track and verify
(Ebert, 2019), eliciting those requirements may be
assisted by ISO/IEC 25010. It defines software
quality assessment models including also non-
functional requirements. Hence, it is worth taking a
closer look at them in order to collect general, cross-
game requirements for the BSGaaS concept.
Therefore, the literature review will be expanded in
future work including other libraries and considering
various BSG taxonomies to increase the diversity of
the result set allowing to extend the requirements
catalog. Attention will be paid to the contextual
evaluation. As another further step in this direction, it
is planned to examine already existing games in order
to cross-check them with the enriched, literature-
based requirements research.
Since requirements describe what a certain role
(e.g. learner, lecturer) expects from the product,
stakeholders should be involved as soon as possible.
Regarding the systematic requirements engineering
process according to Ebert (2019), the stakeholders in
this IT-based learning context will be identified and
classified in cooperation with the executive
management of an ESP, following the summarizing
approach of Stretton (Stretton, 2010, 2018). Using the
focus group or expert interview method, the hitherto
gathered (non-functional) requirements will be
evaluated with the SAP-system hosting experts of two
ESPs. The whole requirements engineering procedure
should serve as a basis for further research on the
above-mentioned concept. Moreover, simulating
multiple business processes in conjunction with
diverse use cases in a large-scale could be a possible
approach to generate a significant amount of practice-
relevant data sets for example in Big Data Education
(Häusler et al., 2020).
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