Abstract
The paper focuses on the analysis of existing literature on the use of games in education from early adoption to 2021, making use of both semantic and content analysis to identify overlaps and relations among the concepts. To enhance conceptual clarity, we also use two different software programs. Our results demonstrate frequent and significant relationships between the concepts “game”, “student”, “learning”, “education” and “simulation” in the context of management and business topics, therefore enabling a possible syntax to be further employed, namely: “business simulation games.” These results may serve as input data when applying this concept on a pedagogical, scientific, or experimental level.

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