Purpose -The purpose of this paper is to investigate the usage of business and simulation games in classroom teaching in the businesses schools of Taiwan and Australia.Design/methodology/approach -An online questionnaire was developed and sent to 2,500 professors in Australia and 1,500 professors in Taiwan. The paper reports the survey results and compares the findings with those existing in the literature. Some of the similarities and differences are also addressed in the paper. Findings -The study found that most of Australian and Taiwanese respondents expressed the need of a feedback system of games. In addition, most former and current users in these two countries think the web-based games will replace the traditional ones.Originality/value -The originality of this paper is the survey of game application in Taiwan and Australia. Also, its main value is for practitioners to know what, how and when gaming and simulation can be used in classroom teaching.
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