7. Conclusions and further research
This research analysis how games may be used as an innovative learning tool to assist with complex situations and develop the skills required. Since all times games can teach us skills and concepts. Games allow us the freedom to fail with only minor personal and social consequences. Leadership skills have been shown to be of considerable value to the success of project teams. In the project management context, the complexity of the competitive business environment, integration of global cultures, and technological ubiquity are mighty forces and games, conversely, have shown to be inherent venues of significant skills development. Using GBL methodology we tried to use games not serious thus seeks to find universal games available on the Internet and at no cost, but that accomplish the desired goals - the leader competencies identification: Coach (coaching team members); Facilitator (developing the skills of team members); Mindset Changer (promoting creativity, eliminate resistances); Communicator (feeding back team and individual performance); and, Motivator (motivating using a combination of intrinsic and extrinsic rewards). This leadership styles and associated skills identification through GBL in the accelerating complexity faced by individuals and organisations requires us to gain greater insight into a model that includes the external environment, the internal resources of the organisations. Further research can analyse how games can be used to achieve leadership of high-performance teams: 1. determining which games allow the transfer of competencies to the organisational context in a more efficient way 2. The role of the leader in successful and unsuccessful projects. 3. Determining the degree and reasons to which organisations are not adopting as fast as expected the practice of playing games as learning and training tools? 4. More empirical analysis with regards to longitudinal studies, relationship development, and employee performance.