Exploring the Use of a Business Simulation Game in Professional
Certification
Nesrine Rahmouni
1
, Filipe Borges Albernaz
1
and Azzeddine Benabbou
2
1
Sciado Partenaires, Villeurbanne, France
2
IRIT, Université de Toulouse, CNRS, Toulouse INP, UT3, Toulouse, France
Keywords: Business Game, Serious Game, Certification, Simulation, Skills.
Abstract: This paper explores the use of the Startero business simulation game in the context of professional
certification. Startero immerses learners in the role of managing a personal sports coaching business, allowing
them to develop entrepreneurial and decision-making skills in a risk-free environment. Through analysing
participant's feedback in a certification session, this study highlights both the strengths and improvement
areas. Learners appreciated the game's immersive and interactive aspects. However, they also pointed out
organizational and content challenges. These insights provide valuable directions for optimizing Startero, as
well as business simulation games in general, for more effective use in certification programs.
1 INTRODUCTION
Business simulation games (BSGs) have emerged as
a transformative tool in experiential learning,
enabling learners to manage simulated firms and
make strategic decisions in a risk-free, interactive,
and realistic environment (Pando-Garcia et al., 2016).
This hands-on approach not only enhances
student engagement but also fosters the development
of critical skills such as collaboration, decision-
making, problem-solving, and critical thinking (Faria
et al., 2009; Hernández-Lara et al., 2018; Tao et al.,
2015; Vos & Brennan, 2010). Since their inception in
the late 1950s, BSGs have evolved significantly,
driven by advancements in operations research, war
games, computer technology, and educational theory
(Keys & Wolfe, 1990). Today, they are widely
recognized as a powerful pedagogical tool in business
education, providing a dynamic platform that bridges
the gap between theoretical knowledge and practical
application (Pitic & Irimiaș, 2023). However, while
they are effective, some studies suggest that learners’
perceptions of how they help develop specific skills
are influenced by cultural aspects (Hernández-Lara et
al., 2018).
In the context of management training, BSGs
have proven to be highly effective in engaging and
motivating learners (Pitic & Irimiaș, 2023). Their
immersive nature allows participants to take an active
role in decision-making, experiment with strategies,
and analyze outcomes in a controlled yet dynamic
setting(Ben-Zvi, 2010; Sitzmann, 2011). Research
has also consistently demonstrated the positive
impact of BSGs on learning outcomes, including
improved knowledge retention, enhanced problem-
solving abilities, and increased motivation (Beranič &
Heričko, 2022; Faisal et al., 2022; Sitzmann, 2011;
Vogel et al., 2006).
Technological advancements have played an
important role in the evolution of BSGs, with
innovations such as interactive features, advanced
graphics processing, artificial intelligence, and cloud
computing significantly enhancing their realism and
accessibility. These advancements have enabled
BSGs to become a staple in business courses,
particularly at the undergraduate level, where they
provide students with active learning experiences that
are both engaging and educational (Faria et al., 2009).
Beyond fostering engagement, BSGs are instrumental
in developing a wide range of soft skills, including
teamwork, leadership, and communication, as well as
technical skills in areas such as strategic
management, marketing, finance, and project
management (Lean et al., 2006; Pasin & Giroux,
2011).
Unlike traditional teaching methods, which often
rely on passive learning through lectures and
tutorials, BSGs offer a dynamic and experiential
learning environment that closely mirrors real-world
Rahmouni, N., Albernaz, F. B. and Benabbou, A.
Exploring the Use of a Business Simulation Game in Professional Certification.
DOI: 10.5220/0013495600003932
Paper published under CC license (CC BY-NC-ND 4.0)
In Proceedings of the 17th International Conference on Computer Supported Education (CSEDU 2025) - Volume 1, pages 849-855
ISBN: 978-989-758-746-7; ISSN: 2184-5026
Proceedings Copyright © 2025 by SCITEPRESS – Science and Technology Publications, Lda.
849
business challenges (Williams, 2015). By running a
simulated company, students can integrate and apply
theoretical knowledge, tackle complex problems,
engage in active decision-making, and observe the
consequences of their actions in real time (Faria &
Wellington, 2004). This iterative process of
experimentation and reflection allows students to
learn from their mistakes and develop managerial and
generic skills that are highly valued in the industry
(Gosen & Washbush, 2004). As a result, BSGs have
become an indispensable pedagogical tool in business
education, equipping students with the competencies
needed to thrive in a rapidly evolving global business
landscape.
In this paper, we explore the use of a BSG for
professional certification, a topic that is less
represented in literature. In Section 2, we begin by
presenting the BG Startero, detailing its pedagogical
objectives, and core mechanics. Then, in Section 3,
we describe the certification sessions conducted using
Startero and discuss the participants' feedback.
2 THE BUSINESS SIMULATION
GAME: STARTERO
2.1 Technical Description and Goals
Startero is a business simulation game developed with
PHP programming language. This simulation aims to
cultivate learners' business management skills by
immersing them in the role of managing a personal
sports coaching business. Through realistic scenarios
and strategic decision-making tasks. Startero
enhances skills in business management, financial
management, marketing, and operational efficiency.
The simulation revolves around Tess, a
passionate fitness enthusiast who decides to
transform her passion for sports into a career as a
private sports coach. With the support of her
childhood friend Antoine, who offers both advice and
an initial investment, Tess establishes a Limited
Liability Company.
The players assume the role of Antoine, tasked
with advising Tess and guiding the growth of the
business. Users collaborate in groups to make
strategic decisions and individually develop their
skills. The players mission in the game involves four
key points: firstly, they need to establish a robust
marketing position by comprehensively
understanding and meeting the expectations of target
customers to maximize satisfaction. Secondly, they
must ensure operational efficiency by effectively
organizing resources to support business activities.
Thirdly, they should strive for economic profitability
by aiming to achieve a positive annual financial
outcome. Lastly, they need to adhere to management
constraints, particularly ensuring that their cash flow
remains within the limits set by the bank.
The design of this game is based on two key
components: a learning management system (LMS)
and a simulation platform. The LMS, specifically
Moodle in this case, serves as the entry point of the
BSG. It contains educational resources, pedagogical
activities (primarily quizzes), and relevant
information about the simulation session. The
simulation constitutes the core interactive element of
the game, immersing learners in the business scenario
and prompts them to input their decisions.
2.2 Business Scenario
Startero consists in a 12-month simulation scenario
designed to provide a comprehensive learning of
business skills. Concretely, each month corresponds
to a section in the LMS (See Figure 1). It contains a
concise introduction to fundamental concepts and the
objectives for that month. It also provides educational
resources (pdf documents, videos and exercises)
related to the month’s objectives, along with a quiz
activity to assess learners' understanding. Upon
completing the quiz, learners are directed to the
simulation platform, where they collaborate in teams
to make informed decisions aimed at managing the
company effectively
and achieving the month’s
objectives.
Figure 1: Presentation of the first month in the LMS.
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In the following month, learners delve deeper into
the previously introduced concepts, tackle more quiz
questions, and face more challenging decisions on the
simulation platform. This cycle repeats, with each
month building on the prior month's knowledge,
introducing intermediate and advanced concepts, and
featuring increasingly complex quizzes and decision-
making exercises on the simulator. Table 1 gives a
detailed description of each month’s objectives and
concrete tasks. Figure 2 presents the simulator
interface for the first month, where the learner teams
are invited to choose the sport session's duration and
price, as well as the type of drink offered: mineral
water or energy drink. Learners discuss in teams and
compare their points of view before making a final
decision in the simulator.
Figure 2: Simulator interface for the first month.
2.3 Score Calculation and Ranking
Each month, group performance is evaluated based
on four axes: financial, commercial, responsible, and
efficient. Each axis comprises several indicators (see
Table 2). For example, customer satisfaction is an
indicator of commercial performance. Each month,
customers evaluate the services according to their
expectations. Their satisfaction is summarized in an
indicator that reflects their review, focusing on
elements such as the ratio of session duration to price
and the type of drinks offered. Another example of an
indicator is the carbon footprint. Some decisions
impact the environment, and their results are an
indicator of Responsible performance. The global
performance score is calculated using a weighted sum
of the performance of each axe. Learner teams can
achieve the maximum points each month only by
finding the best balance among all these indicators. A
score below 100 points indicates that the team is
below the expected performance, a score of 100
points means that the expected value is met, and a
score above 100 points indicates that the team has
surpassed the expected performance.
Table 1: Overview of each month’s objective and the tasks required from the learners’ teams.
Month Month’s objectives Concrete tasks
1 Company Creation, activity launch,
and customer acquisition
Make initial decisions regarding sports session scheduling, including
proposing the session duration, the sale price, the drinks offered, and
selecting transportation options for traveling to clients' homes.
2 Keep clients’ satisfaction and
attract new
p
ros
p
ects.
Develop the company’s reputation using various communication
channels, and
p
urchase of a com
p
uter.
3 Business development Recruit a new employee for business development and integrate social
media into the com
p
an
y
's communication strate
gy
.
4 Expanding the business activity Invest in new services and seek financial resources, such as a bank loan.
5 Development of the new services Purchase the necessary equipment for the new services
6 Review of adopted Business
strate
g
ies
Adapting communication strategies and reviewing supplier proposals.
7 Analysis of Economic performance Propose a new fitness product and analyse its economic contribution to
the compan
y
8 Analysis of human resources Recruit a new sports coach and select a supplier for the proposed product
9 Functional Analysis of the
Com
p
an
y
Analyse financing options and oversee the management of the new
em
p
lo
y
ee
10 Budget management of the
Compan
y
Renew equipment
11 Management accounting Cost of production and margin
12 Year-end Financial Summary of
the Com
an
Conduct a retrospective analysis and explore outlook
Exploring the Use of a Business Simulation Game in Professional Certification
851
2.4 Score Calculation and Ranking
Each month, group performance is evaluated based
on four axes: financial, commercial, responsible, and
efficient. Each axis comprises several indicators (see
Table 2). For example, customer satisfaction is an
indicator of commercial performance. Each month,
customers evaluate the services according to their
expectations. Their satisfaction is summarized in an
indicator that reflects their review, focusing on
elements such as the ratio of session duration to price
and the type of drinks offered. Another example of an
indicator is the carbon footprint. Some decisions
impact the environment, and their results are an
indicator of Responsible performance. The global
performance score is calculated using a weighted sum
of the performance of each axe. Learner teams can
achieve the maximum points each month only by
finding the best balance among all these indicators. A
score below 100 points indicates that the team is
below the expected performance, a score of 100
points means that the expected value is met, and a
score above 100 points indicates that the team has
surpassed the expected performance.
Table 2: Indicators for performance evaluation.
Axes Indicator
Financial
Monthly result
Monthly revenue
Profitability rate
Commercial
Customers satisfaction
Number of clients
Average basket
Responsible
Corporate Social Responsibility
index
Employees engagement
Carbon footprint
Efficient
Service rate
Occupancy rate
Em
p
lo
y
ee’s
p
roductivit
y
3 EVALUATION
Startero is generally used in two ways: first, in
learning sessions to help learners acquire business
management skills, and second, in certification
sessions to assess those skills. The certification
sessions enable students to earn a certification from
the National Register of Professional Certifications.
In this paper, we present and discuss the data
collected during a certification session that utilized
Startero to obtain the "Commercial Development
Manager" certification.
3.1 Conduct of the Session
The last Startero certification session was organized
to certify the title of "Commercial Development
Manager" of The National Register of Professional
Certifications, bringing together 1,862 candidates
from 16 institutions. Over five days, the candidates
worked both in teams and individually across 12
simulation cycles of Startero. Before the session,
students were organized into teams by instructors
(typically groups of 4 or 5), and each student received
two codes: an individual code for authentication
during individual activities, and a group code used to
authenticate in the simulator for group decision-
making activities.
On the first day, session animators introduced the
session and presented the simulator and the
expectations for the session. Technical checks were
then conducted to ensure all groups were ready to
begin. Once prepared, all groups commenced the
Business Game Simulation. Each simulation cycle
corresponds to a month in Startero. Initially, only the
Moodle section for the first month was accessible.
There was a designated time limit to complete the
tasks required for that month. Once all groups
completed their tasks or the time limit expired,
session’s animators initiated score calculation, and a
leaderboard was displayed to participants. Following
this, the animators revealed the previously hidden
Moodle section for the second month, and
participants commenced the following cycle (month),
continuing in this manner for subsequent months. At
the end of the session, the final ranking was
displayed, and a comprehensive final debriefing was
conducted. Simultaneously, the learners completed
individual case studies throughout the certification
week. Domain experts evaluated the conclusions of
these case studies to determine the individual
performance of each learner.
Finally, participants were invited to respond to a
questionnaire to provide their opinions on several
aspects of the simulation. They were asked to
evaluate their overall experience, the playful and
immersive aspect, and the rhythm of the simulation.
There were also open-ended questions asking
participants to describe which aspects of the
simulation they appreciated the most, which aspects
they appreciated the least, and to provide a general
comment about the certification session. Table 3 lists
some of the questionnaire items and the expected
answers.
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Table 3: Main items of the questionnaire.
Questionnaire items Expected answers
Did you enjoy this
evaluation experience?
- I did not like it at all
- This isn't exactly
what I like.
- I really liked it
- It was nice.
Globally, you're finishing
this certification week ...
A number from 1 (very
dissatisfied) to 10 (very
satisfied
)
What did you think of the
playful aspect?
- Too elaborate
- Suitable
- Not developed
enou
g
h
To what extent did you
find the simulator context
motivating (immersion into
Antoine and Tess's roles)?
- Not motivating at all
- Slightly motivating
- Motivating
- Ver
y
motivatin
g
4 RESULTS AND FEEDBACK
At the end of the session, we analysed the learners'
answers and comments from the post-session
questionnaire. Overall, 59% of the participants liked
this evaluation experience, which differed from what
they are used to, while 41% did not like it for various
reasons discussed later. Responses about the
immersive aspect of the BG showed the following
distribution: 79% found this aspect particularly
motivating, while 21% did not share this view (Figure
3) Regarding the playful aspect of the simulation,
69% felt it was well integrated, a small minority 5%
thought it was overly developed, and 26% said this
aspect was not developed enough. Regarding overall
satisfaction after these five days of certification,
opinions were more divided. 35% were dissatisfied,
34% were satisfied, and 31% of the participants were
neutral (Figure 4).
Figure 3: Answers to the question “To what extent did you
find the simulator context motivating (immersion into
Antoine and Tess's roles)?”
Figure 4: Answers to the question "Globally, you're
finishing this certification week ..."
To understand these results, we have analysed the
learner’s comments to identify clearly what they liked
or not about this experience. The results revealed that
the overall experience was satisfactory and
interesting. Participants particularly appreciated the
collective decision-making moments, even those who
stated that their overall experience was not good.
They found it stimulating and interesting to discuss
their ideas with others before making collective
decisions. Additionally, they valued the competitive
aspect and the role-playing elements of the
simulation.
On the other hand, participants noted excessive
downtime between decision-making phases and a
lack of clarity in some questions, instructions, and
grading criteria. Many participants felt that the
amount of information and data they needed to
process within the allocated time was excessive,
particularly during the individual case studies.
Additionally, technical issues and bugs occasionally
disrupted the overall experience, which led to
frustration among participants during their activities.
Participants also stated that tasks related to
communication and financial aspects were
overemphasized, while other aspects were
underrepresented in this certification. Finally, some
learners felt that success required thinking like the
algorithm rather than applying their own judgment.
We also analysed the learners' comments about
the instructors during the session. Overall, the
learners were satisfied and felt well-supported, even
though the instructors were managing many teams.
However, the learners identified gaps in their
financial knowledge that the instructors were unable
to address. Additionally, some learners reported
receiving contradictory information from different
instructors.
Finally, we analysed the learners' suggestions for
improving the business simulation game. They
expressed a desire to have a team member with a
Exploring the Use of a Business Simulation Game in Professional Certification
853
finance background or to reduce the emphasis on
financial aspects. Additionally, learners felt the need
for more time and highlighted the imbalance and
heterogeneity of the groups in terms of the
represented disciplines. Fields such as supply chain,
logistics, wealth management, and HR were either
underrepresented or not represented at all, according
to the learners. There was also a notable demand for
more freedom in decision-making. Learners found the
choices to be overly guided and not necessarily
realistic (e.g., an energy bar priced at €8), which
should encourage deeper reflection. Regarding the
display of the month's results, learners preferred that
they be accessible to all group members individually
rather than just one person in the team.
5 CONCLUSIONS
In this paper, we explored the use of the Business
Simulation Game, Startero, in a certification context
for the "Commercial Development Manager"
certification. Feedback from 1862 participants was
encouraging, with many appreciating the team-based,
playful, and immersive nature of the simulation.
Some negative feedback highlighted areas for
improvement, particularly regarding organizational
and technical issues. These issues, while not directly
related to the design or educational value of the
business game itself, impacted the overall user
experience and satisfaction. Addressing these
logistical and technical challenges will be crucial for
maximizing the effectiveness of Startero in future
implementations.
One major limitation of this study is the use of an
ad hoc questionnaire instead of a standardized
instrument for evaluating the business game. While
the ad hoc questionnaire provided valuable insights,
the lack of standardization may limit the
generalizability and comparability of the results.
Despite this limitation, the large sample size
strengthens the reliability of the findings and provides
a robust foundation for further research.
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