From classroom to convention: Students learn by doing at Gen Con
CMU business students gain real-world experience in logistics, sales and problem-solving at one of the world’s largest gaming conventions
When three College of Business Administration students joined the Center for Learning through Games and Simulation at Gen Con 2025, they weren’t just attending the world’s second-largest gaming convention. They were stepping into a massive, real-world learning lab.
Gen Con draws more than 80,000 attendees and 800 vendors to Indianapolis each year. This year marked the first time CLGS shared information about the center and represented Central Michigan University Press, the world’s only peer-reviewed game publisher and CMU’s own game publishing company, on both Community Row — where nonprofits and educational organizations share their mission — and the main convention floor, where publishers and retailers sell their games to an eager audience. The event was a chance to raise awareness, build partnerships and connect with fans of innovative, research-driven games.
For students, it was also a crash course in the fast-paced world of trade shows.
Lessons in logistics and problem-solving
Sophomore Lauren Bonomo, a logistics management and marketing major from Chesterfield, Mich., came in with weeks of preparation behind her but was still surprised by the reality.
“As the logistics intern, I’d spent weeks preparing, but the reality of managing 2,800lbs. of games, coordinating with vendors, and troubleshooting on the fly was both more intense and more rewarding than I expected.”
One of the biggest challenges came when Central Michigan University Press’s game shipment didn’t arrive on time. Bonomo and the team had to adjust quickly, rethinking booth layouts and messaging until the missing boxes finally showed up later the next day.
“Even with perfect prep, things change. It pushed me to think critically under pressure and communicate clearly with my team.”
Bonomo said the experience solidified her career interests — and gave her a piece of advice she’d pass on to other CMU students:
“Be ready for long hours but also be ready to adapt. You’ll learn more in a few days at Gen Con than you thought possible.”

Hands-on sales and customer engagement
For Tanner Hawley, a sophomore accounting major from Gaylord, Mich., the convention was his first large-scale business event.
“At the Community Row table, being able to confidently pull people in with different hooks was something I had to learn very quickly,” Hawley explained. “This was a fun way to develop and expand on skills I hadn’t really used before.”
He also saw the value in learning to handle rejection gracefully when attendees weren’t interested:
“Some people really only wanted free dice, and that isn’t a bad thing. It taught me to move on quickly and focus on the next opportunity.”
Broadening perspectives
Senior Rachel Meininger, a logistics management major from Kalamazoo, Mich., reflected on how much the experience expanded her understanding of both the gaming industry and business communication:
“Over the weekend my eyes were completely opened to the world of gaming and just how many facets it has. There really is something for everybody!”
Why it matters
The Center for Learning through Games and Simulations and Central Michigan University Press are unique in the world of gaming. Together, they present an interdisciplinary initiative that brings faculty, students and industry partners together to explore how games can be used for teaching, training and fun. By taking CMICH Press to Gen Con, CLGS showcased its role as an innovator while giving students an invaluable opportunity to apply what they’ve learned in class to a global marketplace.
For the students, it wasn’t just about games. It was about logistics under pressure, creative problem-solving, customer engagement and professional growth.
As Bonomo summed it up:
“Gen Con solidified my interest in logistics and creative problem solving. The long days were worth every lesson learned.”
