<s>
Marketing	B-Application
simulation	I-Application
games	I-Application
provide	O
participants	O
with	O
an	O
interactive	O
method	O
of	O
testing	O
out	O
marketing	O
decisions	O
in	O
an	O
environment	O
which	O
is	O
virtual	O
or	O
which	O
has	O
game	O
characteristics	O
.	O
</s>
<s>
A	O
marketing	B-Application
simulation	I-Application
game	I-Application
usually	O
contains	O
a	O
number	O
of	O
scenarios	O
and	O
provides	O
participants	O
with	O
results	O
in	O
response	O
to	O
their	O
decisions	O
.	O
</s>
<s>
The	O
usage	O
of	O
computerized	O
marketing	B-Application
simulation	I-Application
games	I-Application
is	O
consistent	O
with	O
learners	O
 '	O
growing	O
interest	O
in	O
acquiring	O
and	O
developing	O
digital	O
skills	O
.	O
</s>
<s>
Research	O
has	O
found	O
that	O
students	O
can	O
use	O
both	O
marketing	B-Application
simulation	I-Application
games	I-Application
and	O
real	O
marketing	O
projects	O
with	O
comparable	O
feelings	O
of	O
reality	O
and	O
enhanced	O
perceptions	O
of	O
learning	O
.	O
</s>
<s>
There	O
is	O
emerging	O
instructional	O
research	O
on	O
the	O
learning	O
framework	O
proposed	O
by	O
marketing	B-Application
simulation	I-Application
games	I-Application
which	O
focuses	O
on	O
how	O
game	O
analytics	O
and	O
learning	O
analytics	O
provide	O
students	O
with	O
personalized	O
experiences	O
and	O
how	O
this	O
increases	O
their	O
engagement	O
.	O
</s>
<s>
Often	O
this	O
research	O
is	O
focused	O
on	O
just	O
one	O
marketing	B-Application
simulation	I-Application
game	I-Application
platform	O
used	O
in	O
a	O
small	O
number	O
of	O
universities	O
coming	O
from	O
the	O
same	O
country	O
or	O
region	O
.	O
</s>
