Conclusion
In our case, the use of the business simulation game ERPsim was demonstrated to be an appropriate way of introducing students to SAP ERP. Using the business simulation game ERPsim increased the precepted usability of the system, thus affirming our question. Whereas a study reported [9] anSUS score of 34.47 for SAP ERP when the system was introduced normally, our measured SUS was 59.17 after the workshop. The higher rating persisted, even during the non-gamified part of the course, where they were found to be, on average, about 20 points higher than results from a comparable study where no gamified elements were used. The difference was likely caused by the benefits of using gamified environments to introduce users to a complex system. The results are preliminary, due to the small sample size (N = 18), different versions of SAP used in our and comparable studies, and different demographics; we had students, whereas other studies mentioned were measuring perceived usability on employees who worked with SAP. Research queries for the future are: Does using a gamification approach increase perceived usability if users are already familiar with the system? How can the gamification approach used be improved to increase perceived usability of SAP system further in both traditional courses and working environments?