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Research of the Active Substance of Gaming Simulation

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  • Willy Christian Kriz

Abstract

Ivo Wenzler (2008) distinguishes four components of the active substance of gaming simulation: the context, the participants, the process and the environment. His taxonomy further defines four sub-dimensions for each component. His framework of 16 factors is looking to games from a design science and structural level. This editorial presents the contents of the articles of the issue. The articles and the games mentioned are classified into the useful framework of Wenzler.

Suggested Citation

  • Willy Christian Kriz, 2018. "Research of the Active Substance of Gaming Simulation," Simulation & Gaming, , vol. 49(6), pages 595-601, December.
  • Handle: RePEc:sae:simgam:v:49:y:2018:i:6:p:595-601
    DOI: 10.1177/1046878118817847
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    References listed on IDEAS

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    1. Stefanos Galgouranas & Stelios Xinogalos, 2018. "jAVANT-GARDE: A Cross-Platform Serious Game for an Introduction to Programming With Java," Simulation & Gaming, , vol. 49(6), pages 751-767, December.
    2. Nabila Hamdaoui & Mohammed Khalidi Idrissi & Samir Bennani, 2018. "Modeling Learners in Educational Games: Relationship Between Playing and Learning Styles," Simulation & Gaming, , vol. 49(6), pages 675-699, December.
    3. Willy C. Kriz & J. Tuomas Harviainen & Timothy C. Clapper, 2018. "Game Science: Foundations and Perspectives," Simulation & Gaming, , vol. 49(3), pages 199-206, June.
    4. Javier Corredor, 2018. "Fostering Situated Conversation Through Game Play," Simulation & Gaming, , vol. 49(6), pages 718-734, December.
    5. Timothy C. Clapper, 2018. "Capitalizing on the Most Important Part of a Learning Session: The Experience," Simulation & Gaming, , vol. 49(1), pages 3-7, February.
    6. Per Backlund & Hanna Maurin Söderholm & Henrik Engström & Magnus Andersson Hagiwara & Mikael Lebram, 2018. "Breaking Out of the Bubble Putting Simulation Into Context to Increase Immersion and Performance," Simulation & Gaming, , vol. 49(6), pages 642-660, December.
    7. Mikael Mattlin, 2018. "Adapting the DIPLOMACY Board Game Concept for 21st Century International Relations Teaching," Simulation & Gaming, , vol. 49(6), pages 735-750, December.
    8. Timothy Dedeaux & Taralynn Hartsell, 2018. "Comparison Between Two Types of Educational Computer Games," Simulation & Gaming, , vol. 49(6), pages 661-674, December.
    9. Paula Alavesa & Minna Pakanen & Timo Ojala & Kennedy Opoku Asare & Karri Ojala & Mikko Lehto & Hannu Kukka, 2018. "Ludic Markers for Player-Player Observation in Location-Based Mobile Games," Simulation & Gaming, , vol. 49(6), pages 700-717, December.
    10. Igor Mayer, 2018. "Assessment of Teams in a Digital Game Environment," Simulation & Gaming, , vol. 49(6), pages 602-619, December.
    11. Lauren R. McBurnett & Margaret M. Hinrichs & Thomas P. Seager & Susan Spierre Clark, 2018. "Simulation Gaming Can Strengthen Experiential Education in Complex Infrastructure Systems," Simulation & Gaming, , vol. 49(6), pages 620-641, December.
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