Games

Learning through play: why simulations and AI are transforming management training

In the book *Gaming and Learning: Play, Game and Knowledge*, Andrea Pontiggia and Tiziano Vescovi explain why video games and simulations can serve as laboratories for practising decision-making, dealing with mistakes and managing uncertainty

4' min read

Translated by AI
Versione italiana

4' min read

Translated by AI
Versione italiana

In the book *Gaming and Learning: Play, Game and Knowledge*, Andrea Pontiggia and Tiziano Vescovi explain why video games and simulations can serve as laboratories for practising decision-making, dealing with mistakes and managing uncertainty. With artificial intelligence, the leap could be even more radical.

For years, we have referred to the idea of incorporating points, badges and leaderboards into university courses and corporate training as ‘gamification’. Alongside this, for years the market has, with mixed success, been experimenting with ‘serious games’ – video games which, rather than offering an escape from reality, use gameplay, simulation and the power of code to help you understand the complexity of the real world: you learn by playing, by making mistakes in a safe environment and by discovering that the rules of the game are, ultimately, the rules of our society. Kerbal Space Programme falls into this category, and is probably the best lesson in aerospace engineering ever disguised as an interactive simulation. In KSP, you don’t just ‘play’ at being an astronaut; you run a space agency from scratch, populated by funny little green men. The point, however, isn’t the cartoonish design, but the code under the bonnet. You assemble your launch vehicle module by module — liquid-propellant engines, stages, heat shields, aerodynamics — and then try to launch it. In 2003, Gonzalo Frasca invented the ‘newsgame’ with *September 12th*: the video game that becomes an editorial piece. ‘You can neither win nor lose,’ the intro warns.

Loading...
Loading...

How does it work? The crosshairs are trained on a square: you fire missiles to hit the terrorists, but you also wipe out civilians. The survivors mourn the victims and, in their anger, take up arms themselves. The more you shoot, the more enemies you create. It takes just two minutes of gameplay to get the message: the war on terror is self-perpetuating, and the only rational move to avoid collateral damage is not to pull that trigger. *September 12th* has remained the benchmark for anyone studying game design applied to information: the empirical demonstration that when game mechanics embrace the complexity of reality, the video game ceases to be a toy and becomes an extraordinary tool for critical thinking. And today, the events in Gaza make this more relevant than ever.

The games analysed in the book represent a new category of video games designed for educational purposes.

The point, as Andrea Pontiggia and Tiziano Vescovi argue in *Gaming and Learning: Play, Game and Knowledge* (Edizioni Ca’ Foscari, 2026), is far more interesting. Play can function as a machine for producing knowledge. Not because it explains a theory better, but because it forces players to make decisions, observe consequences and adjust their strategies.

It’s the old ‘learning by doing’, but with an engine under the bonnet.

The authors distinguish between games that do not require any prior skills and simulations which, by contrast, test knowledge that has already been acquired. In the former, you learn by entering the system: you try things out, make mistakes, and understand the rules. In the latter, you need to use models, concepts and skills to survive the scenario.

Learning thus takes place in three ways. The first is replication: learning procedures and automatic responses. The second is adaptation: changing strategy when conditions, information or opponents change. The third is exploration: formulating new hypotheses.

For management, it is the second one in particular that is of interest. Companies rarely resemble an exercise with the answer at the back of the book.

One of the simulations described in the book puts the player in the shoes of a strategist tasked with launching a new sports brand. There are conflicting objectives on the table: prestige for the CEO, growth for the marketing team, profit margins in excess of 55 per cent for the CFO, and simplicity for the operations team. And there is one variable that is difficult to capture in a spreadsheet: trust.

Loading...

It is a small-scale representation of real-life management. Optimising one metric can lead to a deterioration in another.

At the theoretical heart of the book lies a framework that combines ‘Play’ and ‘Game’ with ‘Puzzle’ and ‘Mystery’. A puzzle has clear boundaries and a possible solution. A mystery is more akin to a business crisis, a technological shift or an organisational conflict: often, we do not even know exactly what the problem is.

This is where things get interesting, because it allows you to move from mystery to puzzle: building a model, making a decision, testing it. And then, perhaps, discovering that the model was wrong.

Generative artificial intelligence adds another layer. It can interpret customers, employees and competitors, modify the scenario in real time and adapt the difficulty to the player’s abilities. A management simulation could therefore cease to be a fixed, pre-determined path and become a system that reacts.

The risk is clear: if AI oversimplifies things, produces stereotypes or automatically suggests the correct answer, it undermines the very thing that makes the game worthwhile.

The value of simulations lies, in fact, in a feature that is unspectacular but crucial: they allow you to make mistakes at little cost.

Before doing it in the real world.

Copyright reserved ©
  • Luca Tremolada

    Luca TremoladaGiornalista

    Luogo: Milano via Monte Rosa 91

    Lingue parlate: Inglese, Francese

    Argomenti: Tecnologia, scienza, finanza, startup, dati

    Premi: Premio Gabriele Lanfredini sull’informazione; Premio giornalistico State Street, categoria "Innovation"; DStars 2019, categoria journalism

Loading...

Brand connect

Loading...

Newsletter

Notizie e approfondimenti sugli avvenimenti politici, economici e finanziari.

Iscriviti