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Lookup NU author(s): Dr Haytham Siala, Dr Mina Tajvidi, Professor Matthew BrannanORCiD
This work is licensed under a Creative Commons Attribution 4.0 International License (CC BY 4.0).
This article investigates the impact of socio-technical and cultural factors on business management students’ learning of ethical skills in a serious gaming environment. A survey study (n=302) was conducted with participants from two British universities. SEM (structural equation modelling) was used to test the empirical model, and the results of this study show that technical enablers and social enablers impact learners’ performance and perception of serious games as pedagogically effective learning tools. Additionally, we observe cultural differences in learners’ conative behaviour towards serious games when learners are drawn from Anglo and Confucian cultures, high-performance and low-performance orientation cultures, and emotionally oriented shame and guilt cultures. By applying and extending the socio-technical theory of information systems to a serious gaming environment, this article has identified some key social-technical and cultural enablers that can influence and facilitate the adoption of serious games as an effective practice-based learning or training instrument.
Author(s): Siala H, Tajvidi M, Wang Y, Hajli N, Richard M, Brannan M
Publication type: Article
Publication status: Published
Journal: Journal of Management Education
Year: 2025
Pages: Epub ahead of print
Online publication date: 12/02/2025
Acceptance date: 02/04/2018
Date deposited: 09/02/2025
ISSN (print): 1052-5629
ISSN (electronic): 1552-6658
Publisher: Sage Publications Ltd
URL: https://doi.org/10.1177/10525629251316539
DOI: 10.1177/10525629251316539
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