“…Instructional games such as card games (e.g., Rowe, 2001), quiz games (e.g., "Who want to be Millionaire" by Cook & Hazelwood, 2002;McEacharn, 2005), educational game without simulation features (e.g., Chan, Song, Rivera, & Trongmateerut, 2016), and board games (e.g., "Bingo" by Haywood, McMullen, and Wygal (2004) and Rhodes & Smith, (2004); "Connect Four" by Haywood & Wygal (2009) were excluded, as they are not in line with the definition of simulation games used in this study. Likewise, instructional simulation without game features such as audit risk simulations (e.g., Green & Calderon, 2005), Monte Carlo simulation (e.g., Henry, Crawford, & Lipsig, 2002), and 'pure' virtual reality (e.g., Chen & Tsai, 2012;Hornik & Thornburg, 2010;Ketelhut, Nelson, Clarke, & Dede, 2010) were also excluded. Second, the main purpose of the study was to empirically investigate the impact of simulation games on learning.…”