Business Gaming, an outgrowth from the field of Educational-Role play is focused on helping Business Managers in strategic decision-making as well as facilitates teaching in classroom and employee education. Business Games allow theory to be put into practice in a risk-free environment and encourage team work; while the world around business is changing, available design science, game processing and methods have remained unchanged. The existing business games unused in business training are constructed with the elements of a standard developed environmental setting thereby distorting the level of uncertainty associated with running businesses in developing countries . With students, lecturers, business and society as central beneficiaries, this research proposes pathways to developing a virtual Business gaming environment which will incorporate experiential learning and different forms of learning and teaching of an entrepreneurship and business skills at different managerial levels adaptable to developing countries such as Nigeria. The model developed here serves as a platform where the proposed artefact for running a business first in a virtual world can be instantiated. This virtual world of business will present users with a gaming environment where they can make forgivable mistakes and learn from their experiences before facing such situations in real life.
Keywords: Business Game Simulation, Virtual Game, Gamification, Model, Artefact