Content
August 2020, Volume 51, Issue 4
- 411-431 Examining Board Gameplay and Learning: A Multidisciplinary Review of Recent Research
by Rebecca Yvonne Bayeck - 432-442 Developing Snake Ladder Game Learning Media to Increase Students’ Interest and Learning Outcomes on Social Studies in Elementary School
by Ahmad Syawaluddin & Sidrah Afriani Rachman & Khaerunnisa - 443-460 Using Escape Rooms for Conducting Team Research: Understanding Development, Considerations, and Challenges
by Tara N. Cohen & Andrew C. Griggs & Joseph R. Keebler & Elizabeth H. Lazzara & Shawn M. Doherty & Falisha F. Kanji & Bruce L. Gewertz - 461-476 Would Chuck Norris Certainly Win the Hunger Games? Simulating the Result Reliability of Battle Royale Games Through Agent-Based Models
by Hannes Rosenbusch & Jonas Röttger & David Rosenbusch - 477-497 The Effects of Situation Variability in a Simulation-Based Training for Implicit Innovation Knowledge
by Saar Van Lysebetten & Frederik Anseel & Diana R. Sanchez - 498-523 Optimising the Learning Potential of Simulations Through Structural Transparency and Exploratory Guidance
by Carlos Capelo & Ana Lorga Silva - 524-536 Practicing CPR: A Qualitative Analysis of Resident Motivation
by Ilana Harwayne-Gidansky & Dorene F. Balmer & Cara B. Doughty & Lori L. Scarlatos & Todd Chang & Joo Lee Song - 537-549 Virtual Gaming Simulation: An Interview Study of Nurse Educators
by Margaret Verkuyl & Lynda Atack & Krista Kamstra-Cooper & Paula Mastrilli - 550-570 Development and Performance Assessment of a Digital Serious Game to Assess Multi-Patient Care Skills in a Simulated Pediatric Emergency Department
by Cindy Luu & Thomas B. Talbot & Cha Chi Fung & Eyal Ben-Isaac & Juan Espinoza & Susan Fischer & Christine S. Cho & Mariam Sargsyan & Sridevi Korand & Todd P. Chang - 571-577 Telesimulation for COVID-19 Ventilator Management Training With Social-Distancing Restrictions During the Coronavirus Pandemic
by Neel Naik & Robert Alan Finkelstein & Joy Howell & Kapil Rajwani & Kevin Ching
June 2020, Volume 51, Issue 3
- 283-286 Embedded and Guiding Cues: The Role of the Designer and Facilitator in Simulation and Gaming
by Timothy C. Clapper - 287-309 Developing a Model of Video Game Play: Motivations, Satisfactions, and Continuance Intentions
by Brady Patzer & Barbara Chaparro & Joseph R. Keebler - 310-335 Exploring the Relationships Among Middle School Students’ Peer Interactions, Task Efficiency, and Learning Engagement in Game-Based Learning
by Jewoong Moon & Fengfeng Ke - 336-364 The Acquisition of 21st-Century Skills Through Video Games: Minecraft Design Process Models and Their Web of Class Roles
by Katherine J. E. Hewett & Guang Zeng & Bethanie C. Pletcher - 365-377 Side Effects May Include Fun: Pre- and Post-Market Surveillance of the GridlockED Serious Game
by Stephen J. Hale & Sonja Wakeling & J. Bruce Blain & Alim Pardhan & Shawn Mondoux & Teresa M. Chan - 378-399 Supporting Dialogue and Analysis on Trade-Offs in Climate Adaptation Research With the Maladaptation Game
by Tina-Simone Neset & Sirkku Juhola & Lotten Wiréhn & Janina Käyhkö & Carlo Navarra & Therese Asplund & Erik Glaas & Victoria Wibeck & Björn-Ola Linnér
April 2020, Volume 51, Issue 2
- 111-113 Real, Half-Real, Irreal, Unreal
by J. Tuomas Harviainen - 114-140 The Climate Action Simulation
by Juliette N. Rooney-Varga & Florian Kapmeier & John D. Sterman & Andrew P. Jones & Michele Putko & Kenneth Rath - 141-166 The Role of Epistemic Curiosity in Game-Based Learning: Distinguishing Skill Acquisition From Adaptation
by Jonathan T. Huck & Eric Anthony Day & Li Lin & Ashley G. Jorgensen & Joseph Westlin & Jay H. Hardy III - 167-179 Unlocking Student Engagement: Creation, Adaptation, and Application of an Educational Escape Room Across Three Pharmacy Campuses
by Heidi Eukel & Jeanne Frenzel & Kyle Frazier & Micah Miller - 180-211 A Framework of Simulation and Gaming for Enhancing Community Resilience Against Large-Scale Earthquakes: Application for Achievements in Japan
by Yusuke Toyoda - 212-242 Gaming Exercise for Rights-Conversion-Type Urban Redevelopment Project in International Cooperation Context
by Toshiyuki Kaneda & Mingji Cui & Sofia Sahab & Ahmad Ramin Sadiq - 243-257 Exploration of Two Different Structures for Debriefing in Simulation: The Influence of the Structure on the Facilitator Role
by Randi Tosterud & Kristin Kjølberg & Arnhild Vestnes Kongshaug & Jon Viktor Haugom - 258-279 Pacing in Serious Games: Exploring the Effects of Presentation Speed on Cognitive Load, Engagement and Learning Gains
by Dominik Petko & Regina Schmid & Andrea Cantieni
February 2020, Volume 51, Issue 1
- 3-6 A Tribute to Some of Our Pioneers, Past and Present as We Move Beyond 50 Years With Simulation & Gaming
by Timothy C. Clapper - 7-8 Acknowledgment of Reviewers of Simulation & Gaming for 2019
by N/A - 9-32 The Evolution of Simulation-Based Learning Across the Disciplines, 1965–2018: A Science Map of the Literature
by Philip Hallinger & Ray Wang - 33-54 Do Badges Affect Intrinsic Motivation in Introductory Programming Students?
by Lisa Facey-Shaw & Marcus Specht & Peter van Rosmalen & Jeanette Bartley-Bryan - 55-86 Video Game Pursuit (VGPu) Scale Development: Designing and Validating a Scale With Implications for Game-Based Learning and Assessment
by Diana R. Sanchez & Markus Langer - 87-105 Health$en$eTM: Developing a Board Game on Value-based Healthcare Financing
by Harold Tan & Yap Chun Wei & Heng Wei Yun & Koh Eng Hui Joan & Ho Wai Yee & Lim Yee Juan
December 2019, Volume 50, Issue 6
- 667-689 Interbank Interest-Rate Model for the Banking Business of a Multi-Industry Game
by Precha Thavikulwat & Bosco Wing Tong Yu - 690-710 FASim: A 3D Serious Game for the First Aid Emergency
by Samira Benkhedda & Fatima Bendella - 711-724 Simulation as a Tool to Promote Professional Identity Formation and Patient Ownership in Medical Students
by Lillie Tien & Tasha R. Wyatt & Matthew Tews & A. J. Kleinheksel - 725-753 Making Language Real: Developing Communicative and Professional Competences Through Global Simulation
by Yuddy Perez & Paige Poole - 754-770 PY-RATE ADVENTURES: A 2D Platform Serious Game for Learning the Basic Concepts of Programming With Python
by Grigorios Sideris & Stelios Xinogalos - 771-788 Being an Educator and Game Developer: The Role of Pedagogical Content Knowledge in Non-Commercial Serious Games Production
by Jonas Linderoth & Björn Sjöblom - 789-811 Psychometric Testing of a Value-Achievement-Cost Motivation Survey for 12th Grade Health Sciences Students for Use in Simulation-Based-Games
by Kevin R. Glover & Alec Bodzin - 812-831 Learner-Controlled Practice Difficulty and Task Exploration in an Active-Learning Gaming Environment
by Joseph Westlin & Eric Anthony Day & Michael G. Hughes - 832-847 A ‘KAHOOT!’ Approach: The Effectiveness of Game-Based Learning for an Advanced Placement Biology Class
by Serena M. Jones & Priya Katyal & Xuan Xie & Madeleine P. Nicolas & Eric M. Leung & Damon M. Noland & Jin Kim Montclare - 848-859 Cross-Cultural Learning in Gameplay: BAFÃ BAFÃ , Persuasive Technology, and the Exploration of Intercultural Sensitivity
by Jessica Wendorf Muhamad & Fan Yang
October 2019, Volume 50, Issue 5
- 487-490 Contributions of Japanese Gaming and JASAG
by Willy Christian Kriz - 491-493 From Then to Now: Transformation in Simulation and Gaming in Japan
by Toshiko Kikkawa & Susumu Ohnuma - 494-508 QR HUG: A Study on the Development of a Game to Manage a Shelter Using QR Codes
by Kenichiro Komori & Manabu Ichikawa & Hiroshi Deguchi & Kentaro Saito - 509-531 The Detrimental Effects of Punishment and Reward on Cooperation in the Industrial Waste Illegal Dumping Game
by Yoko Kitakaji & Susumu Ohnuma - 532-555 Persuasion Game: Cross Cultural Comparison
by Kaori Ando & Junkichi Sugiura & Susumu Ohnuma & Kim-Pong Tam & Gundula Hübner & Nahoko Adachi - 556-571 Consensus Building Gaming Which Promotes Creative Solutions to Wildlife Management Dilemmas
by Shin Oyamada & Shinobu Kitani - 572-597 A Prediction Market-Based Gamified Approach to Enhance Knowledge Sharing in Organizations
by Hajime Mizuyama & Seiyu Yamaguchi & Mizuho Sato - 598-620 Development of a Social Skills Education Game for Elementary School Students
by Yoshiko Okada & Toshiki Matsuda - 621-644 A Short History of Table-Talk and Live-Action Role-Playing in Japan: Replays and the Horror Genre as Drivers of Popularity
by Björn-Ole Kamm - 645-661 Influence of Room Condition on Participants in Simulation and Gaming Activities: Analyses of Debriefing Forms
by M. Nakamura
August 2019, Volume 50, Issue 4
- 415-418 Addressing Real Needs With Simulation-Based Tools and Good Research Methods
by Timothy C. Clapper - 419-435 The Gamification of Meditation: A Randomized-Controlled Study of a Prescribed Mobile Mindfulness Meditation Application in Reducing College Students’ Depression
by Matthew T. Fish & Amelia D. Saul - 436-447 Promoting Surgical Residents’ Basic Skills via the Design and Implementation of a Simulation Training Tool
by Minna Ruoranen & Teuvo Antikainen & Anne Mattila & Raija H. Hämäläinen & Anneli Eteläpelto - 448-460 Development of a Mental Health Objective Structured Clinical Examination (OSCE): A Pilot Study
by Cherrill Stockmann & Desiree A. Diaz & Debra Murphy & Kimberly Dever & Michelle Marchini & Jodi Huffman-Frazee & Mindi Anderson - 461-482 A Flexible Supply Chain Management Game
by Patra Shovityakool & Piyachat Jittam & Namkang Sriwattanarothai & Parames Laosinchai
June 2019, Volume 50, Issue 3
- 263-265 Human-Computer Interaction and Simulation/Gaming
by J. Tuomas Harviainen - 266-271 Special Issue HCI Research Games – An Editorial
by Karin Slegers & Lizzy Bleumers & Bernhard Maurer & Alina Krischkowsky & Mark Blythe - 272-301 Using the SGDA Framework to Design and Evaluate Research Games
by David Geerts & Marije Nouwen & Evert van Beek & Karin Slegers & Fernanda Chocron Miranda & Lizzy Bleumers - 302-328 Validity Threats in Quantitative Data Collection With Games: A Narrative Survey
by David Gundry & Sebastian Deterding - 329-358 Tensions Within the Ministry of Provenance: Reflections on Co-Creating a Research Game Together With Artists
by Richard Wetzel & Khaled Bachour & Martin Flintham - 359-376 Supporting Interventions to Reduce Household Greenhouse Gas Emissions: A Transdisciplinary Role-Playing Game Development
by Datu Buyung Agusdinata & Heide Lukosch - 377-392 Taking a Glimpse Into the Future by Playing?
by Robert Lohmann - 393-407 The Impact of International Business Strategy Simulation Games on Student Engagement
by Tim Rogmans & Wasseem Abaza - 408-410 Obituary for Allan G. Feldt: Pioneer in Urban Gaming and Co-Founder of the International Simulation and Gaming Association (ISAGA)
by Willy C. Kriz & Timothy C. Clapper & J. Tuomas Harviainen
April 2019, Volume 50, Issue 2
- 99-101 Editorial to the April Issue
by J. Tuomas Harviainen - 102-123 Does Repeated Exposure to Critical Situations in a Screen-Based Simulation Improve the Self-Assessment of Non-Technical Skills in Postpartum Hemorrhage Management?
by Jessy Barré & Daphné Michelet & Anais Job & Jennifer Truchot & Philippe Cabon & Catherine Delgoulet & Antoine Tesnière - 124-135 Using a Serious Game to Train Violence Risk Assessment and Management Skills
by Jonathan Mason & Krystelle Loader - 136-159 Gaming in Virtual Reality: What Changes in Terms of Usability, Emotional Response and Sense of Presence Compared to Non-Immersive Video Games?
by Federica Pallavicini & Alessandro Pepe & Maria Eleonora Minissi - 160-179 Developing a Task Switching Training Game for Children With a Rare Genetic Syndrome Linked to Intellectual Disability
by Nigel Robb & Annalu Waller & Kate A. Woodcock - 180-201 The Game Between Game Theory and Gaming Simulations: Design Choices
by Bill Roungas & Femke Bekius & Sebastiaan Meijer - 202-213 Nursing Students’ Perceptions Using an Interactive Digital Simulation Table: A Usability Study
by Margaret Verkuyl & Lorraine Betts & Suba Sivaramalingam - 214-242 Creating Pathways to Personal Resilience Through Classroom Simulations
by Lorin Walker & Ray Luechtefeld & Jo Anne Long Walker - 243-258 A Virtual-Reality Training Simulator for Cochlear Implant Surgery
by Blake Jones & Seyed Alireza Rohani & Nelson Ong & Tarek Tayeh & Ahmad Chalabi & Sumit K. Agrawal & Hanif M. Ladak
February 2019, Volume 50, Issue 1
- 3-5 Preserving and Presenting Simulations and Games
by J. Tuomas Harviainen - 6-22 Virtual Reality Simulation Technology for Cardiopulmonary Resuscitation Training: An Innovative Hybrid System With Haptic Feedback
by Omamah Almousa & Joana Prates & Noor Yeslam & Dougal Mac Gregor & Junsong Zhang & Viet Phan & Marc Nielsen & Richard Smith & Karim Qayumi - 23-43 Learning Through Action: Creating and Implementing a Strategy Game to Foster Innovative Thinking in Higher Education
by Paul F. Franco & Deborah A. DeLuca - 44-61 Not Only for the (Tom) boys: Gender Variables as Predictors for Playing Motivations, Passion, and Addiction for MMORPGs
by Julia Kneer & Sanne Franken & Sabine Reich - 62-75 In Strategy Simulations, Data Analysis Matters Most (More Than Number of Log Ins and More Than Time Spent Logged In)
by Rebecca Schmeller - 76-92 Long-Term Effects of In-Game Purchases and Event Game Mechanics on Young Mobile Social Game Players in Japan
by Akiko Shibuya & Mizuha Teramoto & Akiyo Shoun & Kumiko Akiyama - 93-94 Acknowledgment of Reviewers of Simulation & Gaming for 2018
by N/A
December 2018, Volume 49, Issue 6
- 595-601 Research of the Active Substance of Gaming Simulation
by Willy Christian Kriz - 602-619 Assessment of Teams in a Digital Game Environment
by Igor Mayer - 620-641 Simulation Gaming Can Strengthen Experiential Education in Complex Infrastructure Systems
by Lauren R. McBurnett & Margaret M. Hinrichs & Thomas P. Seager & Susan Spierre Clark - 642-660 Breaking Out of the Bubble Putting Simulation Into Context to Increase Immersion and Performance
by Per Backlund & Hanna Maurin Söderholm & Henrik Engström & Magnus Andersson Hagiwara & Mikael Lebram - 661-674 Comparison Between Two Types of Educational Computer Games
by Timothy Dedeaux & Taralynn Hartsell - 675-699 Modeling Learners in Educational Games: Relationship Between Playing and Learning Styles
by Nabila Hamdaoui & Mohammed Khalidi Idrissi & Samir Bennani - 700-717 Ludic Markers for Player-Player Observation in Location-Based Mobile Games
by Paula Alavesa & Minna Pakanen & Timo Ojala & Kennedy Opoku Asare & Karri Ojala & Mikko Lehto & Hannu Kukka - 718-734 Fostering Situated Conversation Through Game Play
by Javier Corredor - 735-750 Adapting the DIPLOMACY Board Game Concept for 21st Century International Relations Teaching
by Mikael Mattlin - 751-767 jAVANT-GARDE: A Cross-Platform Serious Game for an Introduction to Programming With Java
by Stefanos Galgouranas & Stelios Xinogalos
October 2018, Volume 49, Issue 5
- 475-478 Healthcare Simulation Research in Simulation and Gaming: Past, Present, and Future
by Taylor Sawyer & Mindi Anderson - 479-496 A Brain-Based Instruction Simulation Approach to Improve Code Team Response in an Internal Medicine Unit
by Timothy C. Clapper & Kapil Rajwani & Elizabeth Mauer & Linda M. Gerber & Joanna Lee & Kevin Ching & Stephanie Miller & Kirana Gudi - 497-514 Enhancing Clinical Learning Through an Innovative Instructor Application for ECMO Patient Simulators
by Abdullah Alsalemi & Mohammed Al Disi & Yahya Alhomsi & Fayçal Bensaali & Abbes Amira & Guillaume Alinier - 515-537 Customization of Avatars in a HPV Digital Gaming Intervention for College-Age Males: An Experimental Study
by Gabrielle Darville & Charkarra Anderson – Lewis & Michael Stellefson & Yu-Hao Lee & Jann MacInnes & R. Morgan Pigg Jr. & Juan E. Gilbert & Sanethia Thomas - 538-552 An Exploratory Study on the Köhler Effect and Flow in Long-term Exergaming
by Seungmin Lee & Nicholas D. Myers & Taiwoo Park & Christopher R. Hill & Deborah L. Feltz - 553-566 Zombies vs. Anxiety: An Augmentation Study of Prescribed Video Game Play Compared to Medication in Reducing Anxiety Symptoms
by Matthew T. Fish & Carmen V. Russoniello & Kevin O’Brien - 567-589 Cells of War: A Serious Game for Familiarizing Players With the Immune System
by Konstantina Konstantara & Stelios Xinogalos
August 2018, Volume 49, Issue 4
- 375-377 Serious Games Are Not All Serious
by Timothy C. Clapper - 378-400 Integrating a Serious Game Into Case-Based Learning
by Tracie M. Addy & Derek Dube & Catherine Croft & Jonathan O. Nardolilli & Orville C. Paynter & Michelle L. Hutchings & Michael J. Honsberger & Philip M. Reeves - 401-422 Comparing Serious Games and Educational Simulations: Effects on Enjoyment, Deep Thinking, Interest and Cognitive Learning Gains
by Nina Imlig-Iten & Dominik Petko - 423-440 MEDIUS: A Serious Game for Autistic Children Based on Decision System
by Kinane Daouadji Amina & Bendella Fatima - 441-470 Games Ready to Use: A Serious Game for Teaching Natural Risk Management
by Franck Taillandier & Carole Adam
June 2018, Volume 49, Issue 3
- 199-206 Game Science: Foundations and Perspectives
by Willy C. Kriz & J. Tuomas Harviainen & Timothy C. Clapper - 207-245 On the Architecture of Game Science
by Jan HG Klabbers - 246-262 Rigor in Gaming for Design: Conditions for Transfer Between Game and Reality
by Jayanth Raghothama & Sebastiaan Meijer - 263-278 Interdisciplinary Approach to Complexity in Simulation Game Design and Implementation
by Marcin Wardaszko - 279-314 A Scientific Foundation of Simulation Games for the Analysis and Design of Complex Systems
by Heide K. Lukosch & Geertje Bekebrede & Shalini Kurapati & Stephan G. Lukosch - 315-337 Gamification Science, Its History and Future: Definitions and a Research Agenda
by Richard N. Landers & Elena M. Auer & Andrew B. Collmus & Michael B. Armstrong - 338-355 On the Expanding Ludosphere
by Jaakko Stenros & Annakaisa Kultima - 356-372 On the Architecture of Game Science: A Rebuttal
by Jan HG Klabbers
April 2018, Volume 49, Issue 2
- 95-97 Connections and Correspondences in Simulation/Gaming
by J. Tuomas Harviainen - 98-114 Simulated Provocations: A Hypermedia Radio Theatre for Reflection on Classroom Management
by Mattias Arvola & Marcus Samuelsson & Mathias Nordvall & Eva L. Ragnemalm - 115-133 Teaching History With Custom-Built Board Games
by Benjamin Hoy - 134-145 Adolescents’ Perceptions of “Cheating†in Gaming and Educational Settings
by Brandon Nease & Michelle Samura - 146-167 Game for Low-Formal Education Farmers to Learn How to Improve Soil Quality
by Sutheera Pruksakorn & Somboon Kiratiprayoon & Somkit Uttaranakorn & Orathai Sukreeyapongse & Pongchai Dumrongrojwatthana - 168-194 Grim FATE: Learning About Systems Thinking in an In-Depth Climate Change Simulation
by David I. Waddington & Thomas Fennewald
February 2018, Volume 49, Issue 1
- 3-7 Capitalizing on the Most Important Part of a Learning Session: The Experience
by Timothy C. Clapper - 8-26 Programming Serious Games as a Master Course: Feasible or Not?
by Stelios Xinogalos - 27-49 Effect of Multitasking on Simulator Sickness and Performance in 3D Aerodrome Control Training
by Birsen Yörük Açıkel & Uğur Turhan & Yavuz Akbulut - 50-71 How to Raise Different Game Collaboration Activities: The Association Between Game Mechanics, Players’ Roles and Collaboration Processes
by Raija H. Hämäläinen & Mikko Niilo-Rämä & Timo Lainema & Kimmo Oksanen - 71-91 MYTH TROUBLES: An Open-Source Educational Game in Scratch for Greek Mythology
by Olympia Evangelopoulou & Stelios Xinogalos - 92-92 Acknowledgment of Reviewers of Simulation & Gaming for 2017
by N/A
December 2017, Volume 48, Issue 6
- 719-721 Gaming, Simulation/Gaming, and Simulation & Gaming
by J.Tuomas Harviainen - 722-734 The Effectiveness of Developing Motor Skills Through Motion-Based Video Gaming: A Review
by Seth E. Jenny & David P. Schary & Kristy M. Noble & Shelley D. Hamill - 735-769 Driving the Future: A Management Flight Simulator of the US Automobile Market
by David R. Keith & Sergey Naumov & John Sterman - 770-790 Measuring the Learning Effectiveness of Serious Gaming for Training of Complex Manufacturing Tasks
by Katie Li & Mark Hall & Pablo Bermell-Garcia & Jeffrey Alcock & Ashutosh Tiwari & Mar González-Franco - 791-813 Comparison of Group Decision Making in Japan, Thailand, Vietnam, and Russia Using a Business Game
by Mitsuru Morita & Chiaki Iwai & Nopadol Rompho & Monvika Phadoongsitthi - 814-831 Designing With Game-Based Learning: Game Mechanics From Middle School to Higher Education
by Larysa Nadolny & Zina Alaswad & Dennis Culver & Wei Wang - 832-854 Gamified Modules for an Introductory Statistics Course and Their Impact on Attitudes and Learning
by Tamarah Smith - 855-870 Between the Patient and Politics – A Ready-to-Use Simulation for Human Service Practitioners
by Daniel J. Mallinson & Erin O’Hanlon
October 2017, Volume 48, Issue 5
- 583-587 Historical Roots and New Fruits of Gaming and Simulation
by N/A - 588-602 Mindcrafting: The Semantic Characteristics of Spontaneous Names Generated as an Aid to Cognitive Mapping and Navigation of Simulated Environments
by James O. Butler - 603-624 Details and Dynamics: Mental Models of Complex Systems in Game-Based Learning
by Joe A. Wasserman & Jaime Banks - 625-656 Adaptation of Gaming Features for Motivating Learners
by Baptiste Monterrat & Élise Lavoué & Sébastien George - 657-669 Mannequin-Based Immersive Simulation Improves Resident Understanding of a Clinical Decision Rule
by Ilana Harwayne-Gidansky & Jennifer M. Bellis & Son H. McLaren & Kristen Critelli & Sunday Clark & Zhengming Chen & Linda M. Gerber & Kevin Ching - 670-694 Recipes for Structural Fairness in Games
by Precha Thavikulwat - 695-714 CREATING EVALUATION PROFILES FOR GAMES DESIGNED TO BE FUN: An Interpretive Framework for Serious Game Mechanics
by Frank Ulrich & Niels Henrik Helms
August 2017, Volume 48, Issue 4
- 431-434 Using Simulation and Gaming to Address Theory, Practice and Research in the Pursuit of Knowledge
by Timothy C. Clapper - 435-454 Mobile Learning Game Effectiveness in Cognitive Learning by Adults: A Comparative Study
by Marcin Wardaszko & Błażej Podgórski - 455-479 Beyond Smell-O-Vision: Possibilities for Smell-Based Digital Media
by Jonas K. Olofsson & Simon Niedenthal & Marie Ehrndal & Marta Zakrzewska & Andreas Wartel & Maria Larsson - 480-497 The Native Symbols Engaging Turkish Players to Digital Games in a Playability Perspective
by Alper Aslan & Murat Coban & Turkan Karakus Yilmaz & Yuksel Goktas - 498-512 Procedures of Commodification: Case Livestock Welfare
by Sami Torssonen - 513-538 An Evaluation of Gamified Training: Using Narrative to Improve Reactions and Learning
by Michael B. Armstrong & Richard N. Landers - 539-552 Teaching Conflict Resolution in the Bioecological System: Implementing Winning Colors®
by Timothy C. Clapper & Donna M. Rice - 553-578 Evaluating the Usability of Authoring Environments for Serious Games
by Aad Slootmaker & Hans Hummel & Rob Koper - 579-579 Corrigendum
by N/A
June 2017, Volume 48, Issue 3
- 295-298 Editorial: Expanding the Borders of Simulation/Gaming
by J. Tuomas Harviainen - 299-313 Developing a Team Behavioural Marker Framework Using Observations of Simulator-Based Exercises to Improve Team Effectiveness: A Drilling Team Case Study
by Margaret T. Crichton & Scott Moffat & Lauren Crichton - 314-328 Modelling the Outcomes of International Crises Using Confrontation Analysis
by John Curry & Dana Ruggiero & Phil Sabin & Michael Young - 329-337 The (Not So) Evil Within? Agency in Video Game Choice and the Impact of Violent Content
by Christopher J. Ferguson & Kay Colon-Motas & Carolin Esser & Connor Lanie & Skylar Purvis & Mark Williams - 338-362 Examination of the Relationship Between Gender, Performance, and Enjoyment of a First-Person Shooter Game
by Toby Hopp & Jolene Fisher - 363-380 A Taxonomy Approach to Studying How Gamers Review Games
by Matthew J. Koehler & Brian Arnold & Spencer P. Greenhalgh & Liz Owens Boltz - 381-401 From Games to Gamification: A Classification of Rewards in World of Warcraft for the Design of Gamified Systems
by Amon Rapp - 402-427 The Impact of Health-Related User Interface Sounds on Player Experience
by James Robb & Tom Garner & Karen Collins & Lennart E. Nacke
April 2017, Volume 48, Issue 2
- 175-177 Simulation and Gaming can be Used to Determine Validity While Engaging in Collaborative Environments
by Timothy C. Clapper - 178-198 Oasistan
by Martin de Jong & Harald Warmelink - 199-218 We’re Just Playing
by Mike P. Cook & Matthew Gremo & Ryan Morgan - 219-235 Assessing Gaming Simulation Validity for Training Traffic Controllers
by G. van Lankveld & E. Sehic & J. C. Lo & S. A. Meijer - 236-248 Construct Development and Validation in Game-Based Research
by Michael D. Coovert & Jennifer Winner & Winston Bennett Jr. - 249-267 Governments Should Play Games
by Lobna Hassan - 268-290 Simulating a Climate Engineering Crisis
by Nils Matzner & Robert Herrenbrück
February 2017, Volume 48, Issue 1
- 3-7 Types of Gaming Simulation Applications
by Willy Christian Kriz - 8-35 An Empirical Evaluation of Transfer-of-Training of Two Flight Simulation Games
by Hans J. E. Korteling & Anne S. Helsdingen & Ralf R. Sluimer - 36-55 Voluntary vs Compulsory Playing Contexts
by Gabriela RodrÃguez-Aflecht & Minna Hannula-Sormunen & Jake McMullen & Tomi Jaakkola & Erno Lehtinen - 56-80 Measuring the Impact of a Marketing Simulation Game
by William J. Wellington & David B. Hutchinson & Anthony J. Faria - 81-97 Learning Mechanics and Game Mechanics Under the Perspective of Self-Determination Theory to Foster Motivation in Digital Game Based Learning
by Jean-Nicolas Proulx & Margarida Romero & Sylvester Arnab - 98-130 Goal-Setting in Educational Video Games
by Steve Nebel & Sascha Schneider & Janine Schledjewski & Günter Daniel Rey - 131-152 Designing a Digital Medical Management Training Simulator Using Distributed Cognition Theory
by Jonas Rybing & Erik Prytz & Johan Hornwall & Heléne Nilsson & Carl-Oscar Jonson & Magnus Bang - 153-169 Commuter Bridge
by Ugo Merlone & Angelo Romano - 170-170 Acknowledgment
by N/A
December 2016, Volume 47, Issue 6
- 707-709 Increasing Impact of Simulation/Gaming and Simulation & Gaming
by J. Tuomas Harviainen - 710-719 Proposing a New Debrief Checklist for TeamSTEPPS® to Improve Documentation and Clinical Debriefing
by Timothy C. Clapper - 720-750 Subjective Temporalities at Play
by Enrico Gandolfi - 751-779 Training Anchoring and Representativeness Bias Mitigation Through a Digital Game
by Yu-Hao Lee & Norah E. Dunbar & Claude H. Miller & Brianna L. Lane & Matthew L. Jensen & Elena Bessarabova & Judee K. Burgoon & Bradley J. Adame & Joseph J. Valacich & Elissa A. Adame & Eryn Bostwick & Cameron W. Piercy & Javier Elizondo & Scott N. Wilson - 780-795 Using the Braess Paradox to Teach Tacit Negotiation
by Ugo Merlone & Angelo Romano - 796-817 Geometry Classrooms With Simulation/Games. Research Results and Future Developments
by Angela Piu & Cesare Fregola & Barbara Barbieri - 818-836 Simulating Peace Negotiations
by Tina Kempin Reuter - 837-850 UDAN – Playing to Learn the Nuances of Entrepreneurship
by Raj K. Shankar - 851-865 Reconfigure
by Nicolay Worren & Tido Eger & Thorvald Hærem
October 2016, Volume 47, Issue 5
- 559-565 Service Design Games as Innovation Tools, Knowledge Creators, and Simulation/Games
by J. Tuomas Harviainen & Kirsikka Vaajakallio & Henrik Sproedt - 566-598 From Game Design to Service Design
by Sol Klapztein & Carla Cipolla - 599-627 Played Into Collaborating
by Otso Hannula & Olivier Irrmann - 628-650 The Transformative Potential of Game Spatiality in Service Design
by Frederick M. C. van Amstel & Julia A. Garde - 651-665 Case Example
by Jan Eckert & Nicoló Luppino - 666-683 The Gamer Response and Decision Framework
by Sam von Gillern - 684-700 Integrating an Immigration Law Simulation Into EAP Courses
by Ana M. Codita - 701-704 News & Notes
by Toshiko Kikkawa
August 2016, Volume 47, Issue 4
- 399-402 Multidisciplinary Enjoyment and Learning in Simulation & Gaming
by Timothy C. Clapper - 403-422 A Proof-of-Concept Study of Game-Based Learning in Higher Education
by Francesco Crocco & Kathleen Offenholley & Carlos Hernandez - 423-444 The Transformative Potential of Role-Playing Games—: From Play Skills to Human Skills
by Stéphane Daniau - 445-464 Blockyland
by Apinya Dhatsuwan & Monamorn Precharattana - 465-489 Older Adults’ Digital Gameplay
by David Kaufman & Louise Sauvé & Lise Renaud & Andrew Sixsmith & Ben Mortenson - 490-516 An Educational Video Game for Nutrition of Young People
by Tracey Ledoux & Melissa Griffith & Debbe Thompson & Nga Nguyen & Kathy Watson & Janice Baranowski & Richard Buday & Dina Abdelsamad & Tom Baranowski - 517-542 Teaching History With Digital Historical Games
by Jeremiah McCall - 543-556 The Great EU Debt Write-Off
by Anthony J. Evans & Terence Tse & Jeremy Baker
June 2016, Volume 47, Issue 3
- 287-303 Building Simulation Game-Based Teaching Program for Secondary School Students
by Marcin Wardaszko - 304-323 Music Game Enjoyment and Natural Mapping Beyond Intuitiveness
by Ulrich Wechselberger - 324-345 Investigating the Winner’s Curse Based on Decision Making in an Auction Environment
by Christian K. Karl