## 4 Results
The answers were: interaction--40%, images--20%, levels of difficulty--20%, results after change variables--20%, unexpected situations--0%, user scenarios--0%. Regarding the participants' perceptions of the main problem to be solved in the BSG, according to question VII, represented in Figure 8, 7 participants (70%) declared that it would be to maintain a balance between production and sales. In the other responses, representing 30%, 1 participant (10%) identified that it would be keeping control so as not to go bankrupt, 1 participant (10%) reported that it would be acting so as not to enter a  
Figure 6: Question IV of Pretest responses. Figure 7: Question VI of Posttest responses. dead-end loss loop and 1 participant (10%) specified that it would seek profit and satisfy customers synchronously. With respect to the strategy to be adopted for success in the BSG, according to the answers from question VIII, represented in Figure 9, 6 participants (60%) understood that it would be maximizing production, 3 participants (30%) declared it to be keeping the chain in balance and 1 participant (10%) reported making changes gradually. Despite the tutorial being viewed before the beginning of the BSG, the experiment also monitored participants with HEG and ET devices during access to this resource as a source of complementary information in the analysis of the game, to identify possible behavioral state changes in the initial activity, engagement, proper use of features and interlocution with posttest responses. Over the time available for the game, the moments in which the company went bankrupt and a new game was started were also identified. In addition, zones for analysis of HEG data were defined considering:  
* Intervals of at least 10 s where there is an up/down of the moving average of the oxygen rate with more than 80% of the points in the interval. * Variation of the moving average of the oxygenation rate \(\geq\)20 (up or down) recorded at time intervals \(\geq\)5 s. These criteria allowed for the selection of five to nine moments of the game with a significant rise and/or fall in the HEG rate for each participant. Subsequently, these periods were used as references to identify the corresponding average pupil dilatation diameter (PDD) in addition to the minimum and maximum diameter and the variation between these two values, provided by the ET, in the different intervals. The situation experienced by each player was also identified and classified into one of seven different categories: game start (GS); critical situation (CS);  
Figure 8: Question VII of Posttest responses. Figure 9: Question VIII of Posttest responses. game over (GO); ethical dilemma (ED); operational decision (OD); strategic thinking (ST); or insight (IS). All these results from the 10 players were grouped to provide cross-referencing and critical analysis of the information and can be seen in Table A1. It should be noted that although the 10 participants underwent complete collection, 2 of them (P3 and P8) had problems capturing the signals while reading the tutorial, and this period was discarded. In these two cases, it was decided not to require the participant to reread the tutorial, as it would have been exhausting and could have compromised motivation and, consequently, their performance in the game, considered the most important source of information for the experiment. The other data from P3 and P8, referring to the game period, were normally used in the research. In defining the variables for further analysis and the comparison of the results of the experiment obtained from human-computer devices, the following aspects were considered:  
* The HEG ratio is not an indicator of the greater or lesser activation of the prefrontal cortex that allows for comparing it in isolation between different people, considering that each human being has a different level of cerebral oxygenation, in addition to the influence of other aspects.