“…However, recent research also suggests that the influence of these variables is still unclear and that other variables should complement the technology acceptance model (TAM) (Davis, 1989), especially when different motivations to use the technology emerge (All, Nuñez Castellar, & Van Looy, 2015;Bourgonjon, Valcke, Soetaert, & Schellens, 2010). First, for example, studies point out that the effectiveness of digital game-based learning should be evaluated by assessing the degree to which students have an enjoyable experience (Boyle et al, 2016;Cela-Ranilla, Esteve-Mon, Esteve-González, & Gisbert-Cervera, 2014;Filippou, Cheong, and Cheong, 2018). This is especially significant in the context of simulation games, where students may perceive the activity as enjoyable in its own right, apart from the implicit learning purpose inherent in educational games.…”