**14. Results on classrooms**

The game was use in four different classes, two hundred and fourteen college students and one hundred and seventy-five senior high school students on pre-college workshops were interviewed and participates with the following results (**Tables 4**–**7**).

If educating the player should be the primary goal of serious games like Michael and Chen [19] proposed, the results on the learning process was clearly achieved, the students got better results than just preparing their classes, the students were able to share their experiences and discuss the results, plan strategies and. Class attendance also increased in classes that involved game simulations close to 95% (**Figures 6** and **7**).

In **Figure 7** we can observe the story telling of the game, firs the students learn how to go through the city spaces and take the decisions they need in order to learn about the customer segments (Market research), then build a team


#### **Table 4.**

*Have you use serious games before (own elaboration).*


#### **Table 5.**

*What is your preferred method of learning (own elaboration).*


#### **Table 6.**

*Evaluation of the serious game experience (own elaboration).*


#### **Table 7.**

*How was the level of contribution to learning with the serious games (own elaboration).*

**Figure 6.** *Startup journey game (Universidad Tecnica Federico Santa Maria/Gamelab, Chile.*

(Recruiting, interacting, motivating, complementing skills), through events and participating in activities they will learn about their competitors (Competitors map), then they will be able to find some financial information about the segments (Profitability and market potential), with all the segments information they will go

*Serious Games Development and Impact for Business Education DOI: http://dx.doi.org/10.5772/intechopen.103085*

#### **Figure 7.**

*Startup journey serious game logic (own elaboration).*

to the Final decision making stage, they will decide what market segment to address and with what kind of application and functionality focus (Market Fit), with this the game ends, the investors with invest certain amount in the Startup or not invest and will give feedback to the Startup team. The group that raises mor of the capital wins.

### **15. Conclusions**

Certainly, there has been a change in the culture and the way young students learn, all millennials are used to play digital games since very early age, some of them are role playing games such as Oblivion, the Whitcher, Pillars of Eternity, South Park, Fornite, so they are more ready for Serious Games than previous generations.

The fast paste of technological changes, business model changes, society changes make more challenging the training and education of young professionals, serious games are an excellent tool to make the experiential learning easier, to incorporate new technologies to the learning process, and to shorten the learning process, the experience of flight simulator has a training tool has slowly open the path to the use of innovative learning technologies, however adoption has been slow so far.

The process of creating a learning game is indeed very complex but there are many alternatives in the market for using already develop games.

The Universities will benefit of developing areas that will help them produce serious games in a serial format, with specialist teams or partnering with game developing companies that have already developed simulations or have the ability to personalize games.

New technologies will be incorporated to serious games and gamification, virtual reality, face and voice recognition, gesture control, new graphics, augmented reality, wearable gaming, on demand gaming are some examples of the new technologies that

#### *Computer Game Development*

will help improve the learning experience and will deliver more engagement and knowledge acquisition [23].

Students really value experiential learning through serious games, even though they are demanding more quality and complexity, usually have the benchmark of games that have had years on the making and multiple hundred of dollars in development, anyways with basic gaming the students are engaged and declare that they do learn more concepts and enjoy the classes more.

The cheaper availability new technologies such as Computer Graphics, virtual reality and interactive visual simulation, hardware interactive sensors and tools, human computer interaction, will provide new grounds for Serious games development that could be highly beneficial both for higher education and industry.

During 2020–2021 since the pandemic outbreak the need of developed virtual entertaining learning programs has increased, the video game industry is close to 150 Us\$ Billion and growing, more than 2300 developing companies, 70,000 employees are part of the new generation of games, in the Universities and higher education there is a long way to go forward but there will be rapid growth and adoption in the next decades and the incorporation of serious games will be also part of the most early education. Probably the Higher Education Industry with these new technologies will have more changes in the next decade that it has in the last 2000 years.
