Abstract
The educational utility of simulations and gamification are well documented within the literature, whereas massive multi-player, real-time strategy war games (MPRTS) are relatively unexplored. This paper explores through a retrospective case study, the educational utility of an MPRTS war game in the context of leadership, business strategy and social behavior development. The chosen MPRTS is one of the latest offerings on mobile devices. Specific missions and goals are facilitated through the MPRTS platform. To achieve these goals players need to collect their own resources; form alliances and build their own cities; and collaborate and coordinate their efforts within their alliance. The social interaction between players of different nationalities, cultures and languages, presents interesting phenomena that is also explored within this paper as part of the findings. This paper concludes with an argument that games such as MPRTS, do present educational utility for business and entrepreneurship students in strategy and entrepreneurial leadership. Specific recommendations are provided on how such an MPRTS war game primarily intended for leisure may be utilized, to develop leadership, strategic decision-making ability and entrepreneurial self-efficacy as an alternative to simulations and other gamification initiatives.