Purpose: The article presents the essence, characteristics and types of simulation decision
games, as well as the effectiveness of their use in academic conditions in the theoretical context.
Design/methodology/approach: The article is based of analysis of research results published
in national and world publications.
Findings: The didactic process carried out at universities with the use of direct forms of
teaching can be supported by additional tools, including simulation decision games, because it
brings many benefits in different areas. By playing we are able to learn many issues in a natural
way, to refer to the mechanisms of the organization's functioning, and to use – sometimes
dormant – soft competences of game participants.
Research limitations/implications: It is advisable to carry out further scientific research in the
field of using simulation games due to the fact that they are increasingly used as a tool to support
the process of practical learning. Despite its popularity, the assessment of the effectiveness of
using simulation games as an educational or training tool is still unclear.
Social implications: Game-based learning (GBL) is used not only in higher education
(especially in a wide range of economic and management disciplines, such as: marketing,
economics, international business, project management, strategic management or human
resources management), but also in other fields, including: army, education, advertising, trade,
medicine and employee training.
Originality/value: The work is theoretical. However, the problem raised in the article, in the
context of new challenges posed by teachers in the teaching process, is an inspiring introduction
to further research.