Resumen: In the context of management training business simulation games are increasingly emerging as pedagogical tools for motivating and engaging players actively in the learning experience. Business simulation games provide opportunities for students to enter the flow state. However, few studies have applied flow theory in this specific context. Using data from a two-wave longitudinal study with a sample of 430 students who played a business simulation game, this research draws on the four-channel model of flow to identify subgroups of students based on their levels of skill and challenge and to analyse the evolution of their optimal experience of flow. In addition, it explores whether students in flow achieve higher learning outcomes; in particular, students’ perceived learning, satisfaction and skills development. Idioma: Inglés DOI: 10.1016/j.ijme.2020.100365 Año: 2020 Publicado en: International Journal of Management Education 18, 1 (2020), 100365 - [9 pp] ISSN: 1472-8117 Factor impacto JCR: 2.707 (2020) Categ. JCR: EDUCATION & EDUCATIONAL RESEARCH rank: 98 / 264 = 0.371 (2020) - Q2 - T2 Categ. JCR: NURSING rank: 179 / 346 = 0.517 (2020) - Q3 - T2 Categ. JCR: MANAGEMENT rank: 160 / 225 = 0.711 (2020) - Q3 - T3 Categ. JCR: BUSINESS rank: 116 / 153 = 0.758 (2020) - Q4 - T3 Factor impacto SCIMAGO: 1.167 - Strategy and Management (Q1) - Education (Q1)