Simulation & Gaming
2000 - 2025
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Volume 56, issue 2, 2025
- Bridging the Generational Gap in the Medical Domain Through Playful Interaction pp. 151-154

- Marlies P. Schijven and Toshiko Kikkawa
- Cultivating Esportspersonship: How Scholastic Esports Coaches Perceive Facilitating Positive Youth Development pp. 155-177

- Matthew Farber and William Merchant
- The integration of virtual patients into nursing education pp. 178-191

- José Miguel Padilha, PatrÃcio Costa, Paulino Sousa and Ana Ferreira
- Effects of Role-Play Simulation-Based Case Studies on Motivation and Learning Strategies in Healthcare Sciences: A Randomized Controlled Trial pp. 192-209

- Asma Bouriami, Samia Boussaa and Ahmed Rhassane EL Adib
- Awareness Over Knowledge: An Exploratory Study on a Refugee Crisis Game pp. 210-236

- Weronika Szatkowska, Małgorzata Ćwil and Marcin Wardaszko
- Cardiac Crisis Simulations: Traditional vs. Escape Room Learning for Nursing Students pp. 237-254

- Shannon S. Olivieri, Kimberly Cardaci Macario, Renz Nikka De Gula, Stephanie Zimmerman and David Brocker
Volume 56, issue 1, 2025
- What Realities do We Face? pp. 3-4

- Marlies P. Schijven and Toshiko Kikkawa
- Collective Action for Sustainable Farmer Water Management: The Case of the KILIMO NA MAJI Serious Game pp. 5-32

- Margaret Githinji, Erika N. Speelman, Meine van Noordwijk, Catherine Muthuri and Gert Jan Hofstede
- Toward Realism: An Analysis of Coastal Environments in Open-World Video Games pp. 33-62

- Pablo Fraile-Jurado, Marc Llovet-Ferrer and Francesc Xavier Roig-Munar
- Board Games and Creativity: Playfulness as a Mediator pp. 63-83

- Maxence Mercier, Samira Bourgeois-Bougrine and Todd Lubart
- Development of an Instrument for Evaluating Action Video Game Elements pp. 84-116

- Elena Novak and Ilker Soyturk
- An Empirical Study of the Constituent Factors of Player Behaviour pp. 117-136

- Vinod Dumblekar, Jigyasu Dubey and Upinder Dhar
- Emergency Management Simulation of an Unexpected Opioid Overdose in a Rural Setting: An Innovative Use of Drone Technologies pp. 137-147

- Lauren L. Niles, Veronica Sullivan and Azita Amiri
Volume 55, issue 6, 2024
- The Importance of Relaxation and Vacation for Healthcare Workers: Playtime! pp. 981-984

- Marlies P. Schijven and Toshiko Kikkawa
- On the Pre-Perception of Gamification and Game-Based Learning in Higher Education Students: A Systematic Mapping Study pp. 985-1010

- John Henry, Fujia Li and Sylvester Arnab
- Forced to Choose Silence: Social Gaming with Disabilities pp. 1011-1031

- Pauliina Baltzar, Lobna Hassan and Markku Turunen
- Exploring Fantasy Football Involvement and Mental Health through Player Experience, Engagement Levels, Social Comparisons, and Financial Incentives pp. 1032-1056

- Luke Wilkins, Jamie Churchyard, Ross Dowsett and Gary Britton
- Toxicity or Prosociality?: Civic Value and Gaming Citizenship in Competitive Video Game Communities pp. 1057-1077

- Jin Kim and Naishly Ortiz
- On the Use of Instructional Games in Moroccan High Schools: Motives and Barriers pp. 1078-1102

- Khalid Lahbibi, Hamza Farhane, Mohamed Yeou and Abderrahim El Karfa
- Immersive Simulations in Surgical Training: Analyzing the Interplay Between Virtual and Real-World Environments pp. 1103-1123

- Aaron Lawson McLean and Anna C. Lawson McLean
Volume 55, issue 5, 2024
- Change the Rules! pp. 789-790

- Marlies P. Schijven and Toshiko Kikkawa
- Defibrillator Training in the Virtual Setting is Feasible and Improves Medical Student Self-Efficacy; A Pilot Study pp. 791-811

- Robert Maniker, Christian Treat, Steven Feiner, Shenelle Alleyne, Rachel J. Gordon, Trudi Cloyd and David Kessler
- Emotional Experiences in Online, Text-Based Tabletop Role-Playing Games pp. 812-836

- Gary Collins Brata Winardy, Eva Septiana and Santy Yanuar Pranawati
- Press START to Teach – Can Simulation Games Close the Theory-Practice Gap? pp. 837-855

- Anna Kienitz, Alexander Eitel and Marie-Christin Krebs
- Development and Validation of the Psychological Motivations for Playing Video Games scale (PMPVGs) pp. 856-885

- Mustafa Can Gursesli, Alessia Martucci, Alan D.A. Mattiassi, Mirko Duradoni and Andrea Guazzini
- Exploring Game Features and Reframing: the Construction of a Relationship Model pp. 886-924

- Lanlan Gao, Rupert Ward, Carlo Fabricatore, Ejaz Ahmed and Maria Ximena Lopez
- Simulating Civil Society in the Middle East and North Africa (MENA): Fog, Friction, and the Lebanese Port Explosion pp. 925-942

- Nadya Hajj
- Using Social Media Data to Understand Citizen Perceptions of Urban Planning in a City Simulation Game pp. 943-963

- Yujia Qiu, Yanliu Lin, Junyao He and Hongmei Lu
- An Educational Game to Learn Picking Techniques in Warehousing – WareMover pp. 964-975

- Sven Franke, Sandro Hermes and Moritz Roidl
Volume 55, issue 4, 2024
- Encouraging leaders’ adaptation to new leadership styles using gaming benefits pp. 573-575

- Marlies P. Schijven and Toshiko Kikkawa
- Development and Evaluation of a Serious Game on Pressure Injury Prevention for the Training of Patient Relatives: A Quasi-Experimental Study pp. 576-599

- Vildan Çakar and Ayişe Karadağ
- Effects of Gamification on Motivations of Elementary School Students: An Action Research Field Experiment pp. 600-636

- Mohammed Mohammed, Amal Fatemah and Lobna Hassan
- The Playing Motivations of Male and Female Gamers and the Effects of Stereotypes on Their Motivations in Honor of Kings pp. 637-661

- Chunqi Li, Luke K. Fryer and Alex Shum
- Openness to Experience Predicts Engagement in Role-Play: Evidence From Two Methodologies pp. 662-684

- Mengyu Lim, Andrea Bizzego, Annabel Chen Sh and Gianluca Esposito
- Measuring the Level of Fidelity Required for Transfer of Learning in Simulation-Based Learning Exercises for Novice and Experienced Practitioners pp. 685-715

- Amanda Jane Davies and Ghaleb Krame
- Exploring the Potential of Using a Text-Based Game to Inform Simulation Models of Risky Migration Decisions pp. 716-735

- Ariana Modirrousta-Galian, Toby Prike, Philip A. Higham, Martin Hinsch, Sarah Nurse, Souhila Belabbas and Jakub Bijak
- Towards a Reconciliation Between Simulational, Ludic, and Historiographical Practices in Research pp. 736-754

- Vinicius Marino Carvalho
- Dynamic Cognitive Load Assessment in Virtual Reality pp. 755-775

- Rachel L. Elkin, Jeff M. Beaubien, Nathaniel Damaghi, Todd P. Chang and David O. Kessler
- Virtual Reality simulation and Video Lecture are Equally Effective in Abscess Incision Training: A Multicentre Randomised Controlled Trial pp. 776-785

- Henrik Nuutinen, Ville Bister and Virve Koljonen
Volume 55, issue 3, 2024
- Gamification for Sustainable Development pp. 361-365

- Agnessa Spanellis, J. Tuomas Harviainen, Daniel Fernández Galeote and Mattia Thibault
- Live and Let Die - Battle Stories of Gamified Sustainable Consumption App Creators pp. 366-390

- Georgina Guillen and Juho Hamari
- Gamification and Sustainable Water Use: The Case of the BLUTUBE Educational Program pp. 391-417

- Roberto Di Paolo and Veronica Pizziol
- Studying the Use of Virtual Reality Learning Environments to Engage School Children in Safe Cycling Education pp. 418-441

- Jaakko Vuorio
- Making a Better Future Using Simulation and Gaming pp. 442-444

- Marlies P. Schijven and Toshiko Kikkawa
- Integrating Biofeedback and Artificial Intelligence into eXtended Reality Training Scenarios: A Systematic Literature Review pp. 445-478

- Karen L. Blackmore, Shamus P. Smith, Jacqueline D. Bailey and Benjamin Krynski
- Openness to Experience and Player Satisfaction in a Simulation Game pp. 479-501

- Vinod Dumblekar, Suresh Paul Antony and Upinder Dhar
- Predictive Factors for Difficulty in Simulation Methodology in Teacher Education pp. 502-526

- M. Laura Angelini, Roberta Diamanti and Remedios Aguilar-Moya
- High School Students’ Motivation to Learn Climate Change Science through Educational Computer Games pp. 527-551

- Metin Besalti and Glenn Gordon Smith
- Gamified Intervention for Health Promotion of Families in Child Health Clinics — A Cluster Randomised Trial pp. 552-569

- Laura Selänne, Miko Pasanen, Funda Aslan and Anni Pakarinen
Volume 55, issue 2, 2024
- The Therapeutic Potential of Gaming - Body and Mind Benefits pp. 131-134

- Marlies P. Schijven and Toshiko Kikkawa
- Simulated Learning Environments as an Interdisciplinary Option for Vocational Training: A Systematic Review pp. 135-158

- Sandra Liliana Navarro-Parra and Andrés Chiappe
- Virtual Patient Simulations in Nursing Education: A Descriptive Systematic Review pp. 159-179

- Gul Sahin Karaduman and Tulay Basak
- Healthcare Students’ Anxiety, Cognitive Load, and Trait-mindfulness during Interprofessional obstetric Simulation Training pp. 180-195

- Kamal Takhdat, Houssam Rebahi, Mohamed Eddabbah, Abdelmonim El Fadely, Saloua Lamtali and Ahmed Rhassane El Adib
- Gamification and Gaming in Cryptocurrency Education: A Survey with Cryptocurrency Investors and Potential Investors pp. 196-223

- Hilda Hadan, Leah Zhang-Kennedy, Lennart Nacke and Ville Mäkelä
- Personnel Training for Common Facility Management Issues in Thermal-Energy-Storage Chiller Plant using a Serious 3D Game pp. 224-248

- Mirza Rayana Sanzana, Mostafa Osama Mostafa Abdulrazic, Jing Ying Wong and Chun-Chieh Yip
- Supporting stoma patients’ self-efficacy with a mobile application - a focus group interview study pp. 249-266

- Sebastiaan L. van der Storm, Samira E.M. van Knippenberg, Anne M. Eskes and Marlies P. Schijven
- Getting Inspired: A Qualitative Study on the Use of the Inspirisles Role-Playing Game to Teach Middle Schoolers American Sign Language pp. 267-280

- Maryanne Cullinan and Laura L. Wood
- Virtual 3D Simulation Technology for Interprofessional Team Training pp. 281-301

- Isabelle Rash, Kevin Shi, Robyn Sussel, Richard Smith, Spencer Thompson, Edward Cai, Tu Dat Nguyen, Julia Cheng, Wenyi Gong, Sahar Farahmand, Vahid Mehrnoush, Shahriar Hosseinzadeh and Karim Qayumi
- Punnett Farms: Developing An Immersive Educational Game-Based Platform for Learning Genetics pp. 302-322

- Henry G.H. Low and Marina Ellefson
- The Funnel of Game Design – An Adaptive Game Design Approach for Complex Systems pp. 323-341

- Maria Freese and Heide Lukosch
- How Game Ecology Drives Player Choices in Strategy Video Games: An Environmental Determinism Perspective pp. 342-357

- Zihan Feng
Volume 55, issue 1, 2024
- How to Safely Transfer Knowledge and Skills Derived From Gaming Into the Real World? pp. 3-5

- Marlies P. Schijven and Toshiko Kikkawa
- The Social Accomplishment of Seeing Together in Networked Team Play pp. 6-29

- Fredrik Rusk, Nicholas Taylor and Matilda Ståhl
- Informal Social-Emotional Learning in Gaming Affinity Spaces: Evidence From a Reddit Discussion Thread on Elden Ring pp. 30-50

- André Czauderna, Sam von Gillern and Bradley Robinson
- Evaluating the Effectiveness of the Leading Change for Sustainability in Schools Simulation: A Research and Development Project pp. 51-81

- Vien-Thong Nguyen, Philip Hallinger and Parinya Showanasai
- Systematic Framework for Esports Training: Informing eSports Training with the Learning Sciences pp. 82-108

- Yoo Kyung Chang, Keying Chen and Ziyue Li
- Can Facilitators’ Need for Control Influence Students’ Learning Experience through Simulation? - A Qualitative Study on Simulation in Nursing Education pp. 109-127

- Jon Viktor Haugom and Solveig Struksnes
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