It is well understood that experiential learning provides an incentive and impetus for accelerated learning, especially in humanities and business-focussed studies. ICT-based synthetic and virtual environments can provide a rich and varied context within which to achieve this. Specifically, this paper attempts to provide empirical, survey-based analysis of the application of a business simulation game, MarkStrat, on undergraduate and postgraduate programmes in this vein. The paper subsequently posits the pedagogic benefit of using such business simulation games for the development of strategic management behaviours across student sample populations and derives subsequent results to highlight associated learning behaviours