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International Institute of
Informatics and Systemics
2024 Spring Conferences Proceedings




Sustainable Business Model in Practice: A Digital Business Game Training for High School Students
Sabrina Fontanella, Luca Fraccascia, Fabio Nonino, Alessandra Scarnicchia
Proceedings of the 15th International Conference on Society and Information Technologies: ICSIT 2024, pp. 139-145 (2024); https://doi.org/10.54808/ICSIT2024.01.139
The 15th International Conference on Society and Information Technologies: ICSIT 2024
Virtual Conference
March 26 - 29, 2024


Proceedings of ICSIT 2024
ISSN: 2771-6368 (Print)
ISBN (Volume): 978-1-950492-77-0 (Print)

Authors Information | Citation | Full Text |

Sabrina Fontanella
Department of Computer, Control, and Management Engineering "Antonio Ruberti", Sapienza University of Rome, Roma, Lazio, Italy

Luca Fraccascia
Department of Computer, Control, and Management Engineering "Antonio Ruberti", Sapienza University of Rome, Roma, Lazio, Italy / Department of High-Tech Business and Entrepreneurship, University of Twente, Enschede, Overijssel, Netherlands

Fabio Nonino
Department of Computer, Control, and Management Engineering "Antonio Ruberti", Sapienza University of Rome, Roma, Lazio, Italy

Alessandra Scarnicchia
Department of Computer, Control, and Management Engineering "Antonio Ruberti", Sapienza University of Rome, Roma, Lazio, Italy


Cite this paper as:
Fontanella, S., Fraccascia, L., Nonino, F., Scarnicchia, A. (2024). Sustainable Business Model in Practice: A Digital Business Game Training for High School Students. In N. Callaos, J. Horne, B. Sánchez, T. Tran (Eds.), Proceedings of the 15th International Conference on Society and Information Technologies: ICSIT 2024, pp. 139-145. International Institute of Informatics and Cybernetics. https://doi.org/10.54808/ICSIT2024.01.139
DOI: 10.54808/ICSIT2024.01.139
ISBN: 978-1-950492-77-0 (Print)
ISSN: 2771-6368 (Print)
Copyright: © International Institute of Informatics and Systemics 2024
Publisher: International Institute of Informatics and Cybernetics

Abstract
This paper explores the nexus between sustainable business models, education and technology, addressing pressing challenges in economic, social, and environmental spheres. On one hand, education is identified as a key tool for fostering sustainability principles and essential skills for future managers; on the other, businesses, particularly through sustainable business models (SBMs) and evolving digital platforms, play a pivotal role in advancing sustainability goals.
The research answer to the need for sustainable development examining the potential of educational business games, blending entertainment and education to engage the 'gamer generation' actively. Considering the growing literature upon sustainable entrepreneurship and business models, the objective of the paper is to implement a digital business game for sustainability education designed to teach high school students how to implement an entrepreneurial activity through a sustainable business model. This study contributes to understanding sustainable business practices and innovative educational approaches, aligning with the global imperative for a sustainable future. In the end of the manuscript some prelaminar result of the game testing phase are presented.
Full Text



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