摘要:Purpose: The purpose of this research is to find out if Business Simulation Games are perceived as an effective teaching tool for entrepreneurial education and to analyze the factors impacting the intention to continue using these games. Design/Methodology/Approach: This study was carried out in three different countries by adopting established models and theories, conducting questionnaires and testing hypothesis. The software used to analyse the outcome were VOS Viewer, SPSS and Smart PLS. Findings: The outcome of the research was that generally, Business Simulation Games are perceived as an effective teaching tool. The continuance intention of using these games depends on several variables such as technological factors, emotional factors, agency factors and learning factors. It is evaluated that Learning Factor has highest importance score while Agency Factor have the lowest performance which predicts that there is a great room of improvement in this area to increase the willingness of students to play entrepreneurial business simulation during their degree program for getting maximum practical knowledge in risk-free environment. Research limitations: The research has several limitations. Firstly, the number of countries and cultures were few and could be expanded to check if the results can be generalized and transferred to other countries. Secondly, the methodology could be expanded to include a survey of teachers and professors to analyze their opinion. Finally, the research model itself could be expanded by adding new variables and models like analyzing how far Business Simulation Games have an impact on the entrepreneurial intention of the students. Originality/value: This research is valuable because it adds new knowledge concerning the factors impacting the intention to use Business Simulation Games. Furthermore, it gives a holistic view of the topic by combining perspectives from developing and developed countries.