Simulation & Gaming
2000 - 2026
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Volume 57, issue 3, 2026
- How to Use Games and Simulations to Help Our World Become More Resilient in Times of Crisis pp. 331-333

- Marlies P. Schijven and Toshiko Kikkawa
- Effect of Virtual Patient (VP) Software on Pharmaceutical Education: A Systematic Review pp. 334-417

- Rafaella de Oliveira Santos Silva, Vanessa Alves-Conceição, Sabrina Cerqueira-Santos, Dyego Carlos Souza Anacleto de Araújo, Kérilin Stancine Santos Rocha, Fernanda Oliveira Prado, Mayara de Almeida Lima Ribeiro, Luana Andrade Macêdo and Divaldo Pereira de Lyra
- Perceived Impact of High-Fidelity Simulation-Based Learning on Engagement and Motivation Among Undergraduate Nursing Students in Qatar pp. 418-435

- Mohammed Adnan Al-Hassan
Volume 57, issue 2, 2026
- How to Leverage Insights From Games and Gamification – the Road Ahead pp. 167-170

- Marlies P. Schijven and Toshiko Kikkawa
- Synergistic Integration of Artificial Intelligence and Gamification in University Finance Trading Simulation Labs pp. 171-204

- Gordon Yuan
- The Intervention Model Illustrates the Use of “Cultural Games†to Enhance Multiple Intelligences, Particularly “Interpersonal Intelligence,†in Children With Disabilities, Especially Those With Down Syndrome pp. 205-226

- Arhamdy Wirahadikusumah, Norzalinda Ali Hanafiah and Zakiyah Jamaluddin
- Motivational and Social Factors Influencing Career Choices of E-athletes in Hungary pp. 227-243

- Dávid Papp, Dóra Réka Csiklya, Zsófia Hurták, Zsófia Kohut and Csilla Csukonyi
- Corporations in the Crosshairs: Commercial Actors, Conflict Escalation, and Crisis Simulation pp. 244-264

- Erik Lin-Greenberg, Benjamin Norwood Harris and Daniel Cebul
- Impact of Pharmatopia - A Digital Game-Based Learning Model- Towards Student Understanding and Perception in Solid Pharmaceutical Dosage Form Courses pp. 265-275

- Azhoma Gumala, Lili Fitriani and Ian Larson
- Advancing the Role of the Facilitator in Game Science: A Systems Theory Approach to Learning and Adaptation in Rule-Based and Open Games pp. 276-298

- Marieke de Wijse-van Heeswijk, Jan H. G. Klabbers and Sebastiaan Meijer
- Balancing Play and Protection: Public Health Risks and Regulatory Measures in India’s Online Gaming Landscape pp. 299-327

- Manmeet Kaur Brar, Yatan Pal Singh Balhara and Rachna Bhargava
Volume 57, issue 1, 2026
- We Need Cooperation to Save Our World- and Other Lessons Learned From Gaming pp. 3-5

- Marlies P. Schijven and Toshiko Kikkawa
- Exploring the Usability of Virtual Reality as a Tool to Assess Collective Non-Technical Skills: The Case of Team Communication During a Collaborative Task pp. 6-31

- Yasmina Kebir, Gaelle Nicolas, Samuel Ferreira Da Silva, Pierre Chevrier, Valérie Saint-Dizier de Almeida and Jérôme Dinet
- A Longitudinal Study of Video Games’ Influence on Climate Change Concerns, Climate Refugee Awareness, and Environmental Behaviour Activism pp. 32-56

- Elena Shliakhovchuk, Micaela Martin, Miguel Chover and Viktor Danchuk
- Effect of Playing Digital Games on Reaction Time in Taekwondo Athletes pp. 57-68

- Asli Dogan and Nihan Ozunlu Pekyavas
- Digital Gaming and English L2 Informal Learning in Adolescents pp. 69-92

- Trung Hoang Minh Bui, Phuong Thi Tuyet Le and Farhan Ali
- The Golden Age of Esports Players: Age, Prize Distributions, and Competitive Lifespans From 1997 to 2023 pp. 93-114

- Jimoon Kang
- Indigenous Games for Digital Natives: Generative Games From the African Akan Philosophy for Healthy Schooling pp. 115-137

- David Kyei-Nuamah
- Game-Based Learning for Sustainable Development: Impacts on Students’ Perceptions by Prior Knowledge Level pp. 138-162

- Eunhye Shin and Jonathan Rowe
Volume 56, issue 6, 2025
- Leveraging Gamification to Foster Diversity and Inclusion in Healthcare pp. 527-531

- Marlies P. Schijven and Toshiko Kikkawa
- An Innovative Approach to Addressing Compassion Fatigue: A Feasibility Study of a Serious Game pp. 532-547

- Barbara H. Esbjørn, Freja Moltke-Aaen, Kerry A. Schwanz and Melissa Paiva-Salisbury
- Behavioral and Physiological Stress Reactions During Exposure to a Tsunami in Virtual Reality pp. 548-575

- Aude Naud, Oscar Navarro, Ghozlane Fleury-Bahi, Eulalie Verhulst, Julie Arsandaux, Damienne Provitolo and Abdel Halim Boudoukha
- Sim-MANA: A Learning Game to Promote Integrated Flood Risk Management Using Nature-based Solutions pp. 576-609

- Franck Taillandier, Annabelle Moatty, Pénélope Brueder, Corinne Curt, Pascal Di Maiolo, Bruno Beullac and Alexandra Schleyer-Lindenmann
- Understanding the Processes of Role Adoption in Pedagogical Role-Play Games (RPGs): A Narrative Dramaturgical Perspective on “Social RPGs†in Health Professions Education pp. 610-626

- Sarah A. E. Aboushawareb, Gillian Bartlett, Amalia M. Issa, Tracie Barnett and Peter Nugus
Volume 56, issue 5, 2025
- Dealing with Career Uncertainties: A Playful Strategy on How to Hit Your Career Jackpot pp. 423-425

- Marlies P. Schijven and Toshiko Kikkawa
- Board Game as a Participatory Design Technique for Urban Spaces: A Ludological Analysis pp. 426-450

- Abdullah Eren Demirel and Ela Alanyalı Aral
- Farmer Preferences on Contested Land Use in Agroforestry Landscapes: The RESORTES Game Implementation in Indonesia pp. 451-476

- Rika Ratna Sari, Danny Dwi Saputra, Rizki Maulana Ishaq, Eka Purnamasari and Erika N. Speelman
- An Empirical Experiment of the Theory of Change Game: What Difference Does It Make? pp. 477-498

- Catarina Isidoro and Helena Guimarães
- Enhancing the Speaking Skills of Secondary School Students Through Simulation and Roleplay pp. 499-522

- Cristina Mayordomo-Ortiz and Arash Javadinejad
Volume 56, issue 4, 2025
- A Balancing Act: How to Mitigate Overregulation in Healthcare Playfully pp. 347-349

- Marlies P. Schijven and Toshiko Kikkawa
- Play for the Future: A Cross-Sectional Study on the Role of Video Game Skills in Student Career Planning pp. 350-373

- Christine Hoffelner, Christof Nägele and Albert Düggeli
- Midwifery Students’ and Obstetricians’ Perception of Training in Non-Technical Skills pp. 374-391

- Coralie Fregonese, Paul Guerby, Gilles Vallade and Régis Fuzier
- Gamification-Based Teaching Methods for Pandemic and Outbreak Investigation Training Among Healthcare Professionals and Students: A Systematic Review pp. 392-420

- Yuvaraj Krishnamoorthy, Dhanajayan Govindan, Monica Karunakaran, Muneera Parveen, Afrith John Poul, Anaswara Manohar and Gunaseelan Rajendran
Volume 56, issue 3, 2025
- The Playing Field of Publishing – How do you Play Your Best Game? pp. 259-260

- Marlies P. Schijven and Toshiko Kikkawa
- Examining the Relationship Between Mental Workload, Learning Outcomes and Acceptance in a Process-Improvement Simulation Game pp. 261-288

- Christoph Szedlak and Bert Leyendecker
- How to Use Data Science in Economics – A Classroom Game Based on Cartel Detection pp. 289-306

- Hannes Wallimann and Silvio Sticher
- Development of a New Simulator for Training Nelore Artificial Insemination pp. 307-325

- Heitor Azuaga Filho, Bruno Colaço and Rita Payan-Carreira
- Enhancing Gamified Training Usability for Prosthesis via Reward Based Learning AI Model pp. 326-343

- Peter Smith, Matt Dombrowski, Viviana Rivera, Maanya Pradeep, Eric Gass, John Sparkman and Albert Manero
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
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