John's comment reflects this phenomenon. 'In real life one could be more active. Not only reacting fast to things happening. If something in the game does not progress like hoped, you tend to just react and try to somehow fix it. Then the gaming is just fixing things'. John's experience refers to gaming strategy that is based on trial and error. Fortunately, the players of this team were aware about their incomplete strategy and realised that they could have utilised a more strategic approach. The fast tempo of the game did not provide enough time for the team to reflect the consequences of their actions. In fact, also, other players required more time for analysing their decisions that appears from Keith's statement 'It is not a good thing that the game clock runs very fast. One should have enough time to analyze things'. Realgame's aim to simulate the meaning of time in decision making clearly forms a big problem from the learning point of view. Thus, the meaning of time should be simulated in such a manner that it does not constrain players' reflective thinking.