Simulation & Gaming
2000 - 2025
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Volume 54, issue 6, 2023
- Racing Towards Excellence: Lessons From the Formula One Benefiting Healthcare Professionals pp. 595-597

- Marlies P. Schijven and Toshiko Kikkawa
- Quality of Evidence and Pedagogical Strategy in Using Gamification in Medical Education Literature: A Systematic Review pp. 598-620

- Amir Mohammad Salehi, Hossein Ali Mohammadi, Ensiyeh Jenabi, Elham Khanlarzadeh and Koosha Ashtari
- The Role of Reflection in Learning with Simulation Games – A Multi-Method Quasi Experimental Research pp. 621-644

- Tobias Alf, Marieke de Wijse and Friedrich Trautwein
- Understanding the Role of Sport Values on Social Capital and Word-of-Mouth on the Internet: A Case Study of Esports Games pp. 645-679

- Tiago Ribeiro, André Calapez, Victor Almeida and Hirotaka Matsuoka
- In-Game Uncertainties and Climate Change Challenges as Identified by Pre-Service Teachers pp. 680-707

- Fiona van Schaik
- Benevolent Transgressive Play in Dungeons & Dragons [D&D] pp. 708-729

- Premeet Sidhu and Marcus Carter
- Designing Simulation to Improve Production Efficiency of Batik Industry pp. 730-759

- Stefani Prima Dias Kristiana, Anna Maria Sri Asih and Andi Sudiarso
Volume 54, issue 5, 2023
- Improving resilience through gaming pp. 475-476

- Marlies P. Schijven and Toshiko Kikkawa
- “The Synaptic Board Game†Improves Health Sciences Students’ Learning on Synaptic Transmission pp. 477-488

- Guilherme Salgado Carrazoni, Amanda Dalla’Corte Chaves, Lucas Gazzani Araujo Silva, Claudio Felipe Kolling da Rocha and Pâmela Billig Mello-Carpes
- Communication Challenges in Social Board Games pp. 489-507

- Michael Crabb and Michael Heron
- Typologies and Features of Play in Mobile Games for Mental Wellbeing pp. 508-533

- Emma Reay, Minhua Ma, Tanya Krzywinska, Gabriela Pavarini, Siobhan Hugh-Jones, Anna Mankee-Williams, Anton Belinskiy and Kamaldeep Bhui
- eSports: Digital Games and Its Future From the Traditional Athletes’ and eSports Players’ Perspectives pp. 534-553

- Tuğçe Örsoğlu, Betül Yüzbaşıoğlu and Hacı Ahmet Pekel
- Your Move: An Open Access Dataset of Over 1500 Board Gamer’s Demographics, Preferences and Motivations pp. 554-575

- Liam Cross, Andrea Piovesan, Micael Sousa, Peter Wright and Gray Atherton
- Assessing the Impact of Immersion on Learning in Medical Students: A Pilot Study Comparing Two-Dimensional and Three-Dimensional Virtual Simulation pp. 576-592

- Lucy Bray, Sebastian Spencer, Emma Pearson, Katerina Meznikova and David Hepburn
Volume 54, issue 4, 2023
- What Does A Game Need to Become A Classic? pp. 399-401

- Marlies P. Schijven and Toshiko Kikkawa
- About Gamifying an Emotional Learning Companion to Teach Programming to Primary Education Students pp. 402-426

- J.M. Ocaña, E.K. Morales-Urrutia, D. Pérez-MarÃn and C. Pizarro
- Using Various Types of Embedded Participants to Enhance Culturally Congruent, Family-Centered Simulation-Based Education pp. 427-446

- Desiree A. DÃaz, Andrew D. Todd, Gregory E. Gilbert, Humberto López Castillo, Mindi Anderson, James P. Jackson, Marlee R. Linnell, Kristen Y. Ng, Alison G. Walker and Rubén Z. DÃaz
- Maximising Undergraduate Medical Radiation Students’ Learning Experiences Using Cloud-Based Computed Tomography (CT) Software pp. 447-460

- Minh Chau and Elio Stefan Arruzza
- Erratum to “Digital Games as Media for Teaching and Learning: A Template for Critical Evaluation†pp. 461-469

- N/a
Volume 54, issue 3, 2023
- On the Shoulder of the Giants for Creating a Better Future pp. 239-240

- Marlies P. Schijven and Toshiko Kikkawa
- Cap-and-Trade Game: An Online Computer Game for Experiential Learning About Pollution Pricing pp. 241-251

- Niko Yiannakoulias
- Evaluation of a Postpartum Hemorrhage Escape Room: A Multisite Study pp. 252-275

- Tamara Holland, Joan Esper Kuhnly, Michele McKelvey, Jean Prast and Laurie Walter
- An Examination of Memory Performance in a Fearful Virtual Reality Gaming Context pp. 276-293

- L. Y. Lo and C. L. Ip
- How Hard Is It Really? Assessing Game-Task Difficulty Through Real-Time Measures of Performance and Cognitive Load pp. 294-321

- Andrew J.A. Seyderhelm and Karen L. Blackmore
- The Cognitive Skills in Interpretation of Spatial Situations in the League of Legends game pp. 322-347

- Tymoteusz Horbiński and Krzysztof Zagata
- Digital Games as Media for Teaching and Learning: A Template for Critical Evaluation pp. 348-374

- Holger Pötzsch, Therese Holt Hansen and Emil Lundedal Hammar
- Players Perception of the Chemistry in the Video Game No Man’s Sky pp. 375-394

- Diogo Santos, Nelson Zagalo and Carla Morais
Volume 54, issue 2, 2023
- Why is Serious Gaming Important? Let’s Have a Chat! pp. 147-149

- Marlies P. Schijven and Toshiko Kikkawa
- Planning an Escape: Considerations for the Development of Applied Escape Rooms pp. 150-166

- Shawn M. Doherty, Andrew C. Griggs, Elizabeth H. Lazzara, Joseph R. Keebler, Bruce L. Gewertz and Tara N. Cohen
- Mechanics and Experience in Call of Duty: Modern Warfare: Opportunities for Civic Empathy pp. 167-183

- Taylor Milan Kessner and Luis Perez Cortes
- Application of Mobile-Based Games in The Rehabilitation of Stroke Survivors pp. 184-208

- Narges Norouzkhani, Mahsa Hamednia and Shokoufeh Aalaei
- Player Experience and Enjoyment: A Preliminary Examination of Differences in Video Game Genre pp. 209-220

- Sean Eshuis, Kay Pozzebon, Andrew Allen and Lee Kannis-Dymand
- Richard D. Duke: Systems Thinker, Game Science Founder & Beloved Mentor pp. 221-234

- Heide Karen Lukosch
Volume 54, issue 1, 2023
- When do games end? pp. 3-4

- Marlies P. Schijven and Toshiko Kikkawa
- DESSRT: A Novel Framework for Empirical Red Teaming at Scale pp. 5-27

- Brandon Behlendorf and Gary Ackerman
- How Online Gaming Could Enhance Your Career Prospects pp. 28-44

- Anna-Stiina Wallinheimo, Anesa Hosein, David Barrie, Andrey Chernyavskiy, Irina Agafonova and Peter Williams
- Students as policymakers and policy advocates: Role-playing evidence-based health policies pp. 45-67

- Sama’a Hamed AlMubarak
- Guidelines of Serious Game Design for Promoting Reframing pp. 68-84

- Lanlan Gao, Rupert Ward and Carlo Fabricatore
- Digital Gaming Trends of Middle-Aged and Older Adults: A Sample from Turkey pp. 85-103

- İlmiye Seçer and Elif Öykü Us
- A Playful Approach to Household Sustainability: Results From a Pilot Study on Resource Consumption pp. 104-130

- Datu Buyung Agusdinata, Heide Lukosch, Muhammad Hanif and David Watkins
- Med Sim Studio: An Open-Access Simulation Platform for Running and Sharing Dynamic Display of Patient Data in Package Scenarios pp. 131-143

- Adam Blumenberg and David Kessler
Volume 53, issue 6, 2022
- To Nudge or to Gamify – How to Repair Reality? pp. 579-580

- Marlies P. Schijven and Toshiko Kikkawa
- The Effect of Serious Games on Medical Students’ Motivation, Flow and Learning pp. 581-601

- Ihsen Zairi, Mohamed Ben Dhiab, Khadija Mzoughi and Imtinene Ben Mrad
- Mastery learning and deliberate practice: Do simulationists need clarification? pp. 602-614

- Timothy C. Clapper
- Offsetting Game—Framing Environmental Issues in the Design of a Serious Game pp. 615-644

- Nina V. Nygren, Ville Kankainen and Lucas Brunet
- Comparison of Knowledge Change in a Virtual Reality Simulation Across Four Platform Technologies pp. 645-662

- Brian Cleveley, Karin Diane Hatheway-Dial, Lori Wahl and Joey Peutz
- Unlocking the Methodology of Escape Rooms: Considerations for Conducting Applied Escape Rooms in Research pp. 663-675

- Andrew C. Griggs, Elizabeth H. Lazzara, Shawn M. Doherty, Joseph R. Keebler, Bruce L. Gewertz and Tara N. Cohen
Volume 53, issue 5, 2022
- One Winner for Games? pp. 403-404

- Marlies P. Schijven and Toshiko Kikkawa
- The Effect of 2D and 3D Action Video Game Interventions on Executive Functions in Male Students pp. 405-422

- Faride Sadat Hoseini, Masood Khodadadi and Alireza Khorambakht
- Same Gaming: An Exploration of Relationships Between Gender Traits, Sexual Orientation, Motivations, and Enjoyment of Playing Video Games pp. 423-445

- Julia Kneer, Yubo Zhang, Bartosz Grzegorz Żerebecki and Tim Wulf
- Legitimate Peripheral Participation by Novices in a Dungeons and Dragons Community pp. 446-469

- Michael J. Giordano
- Improving Environmental Outcomes With Games: An Exploration of Behavioural and Technological Design and Evaluation Approaches pp. 470-512

- Kristy de Salas, Louise Ashbarry, Mikaela Seabourne, Ian Lewis, Lindsay Wells, Julian Dermoudy, Erin Roehrer, Matthew Springer, James D. Sauer and Jenn Scott
- Roles of Serious Game in Diabetes Patient Education pp. 513-537

- Chen Ling, Shriram Seetharaman and Lubna Mirza
- Association between Clinical Simulation Design Features and Novice Healthcare Professionals’ Cognitive Load: A Systematic Review and Meta-Analysis pp. 538-563

- Alexandra Lapierre, Caroline Arbour, Marc-André Maheu-Cadotte, Billy Vinette, Guillaume Fontaine and Patrick Lavoie
- “What if We Explore…†Promoting Engaged Learning and Collaboration with MOUNTAIN RESCUE pp. 564-576

- Denise M. Bressler, M. Shane Tutwiler, Amanda Siebert-Evenstone, Leonard A. Annetta and Jason A. Chen
Volume 53, issue 4, 2022
- Is there any (artificial) intelligence in gaming? pp. 315-316

- Marlies P. Schijven and Toshiko Kikkawa
- Augmented Virtuality Systems as a Tool for Improving Numeracy Decision-Making Among Children pp. 317-334

- N Yuviler-Gavish, Z Treiger, E Horesh and E Shamilov
- The Association Between Multitasking and Multi-Patient Care Skills in a Simulated Patient Care Video Game Among Second Year Medical Students Based on Specialty Choice pp. 335-352

- Sridevi Korand, Cha Chi Fung, Sammy Cohen, Thomas B. Talbot, Susan Fischer, Cindy Luu, Mariam Sargsyan, Eyal Ben-Isaac, Juan Espinoza and Todd P. Chang
- Using Simulation to Test Validity and Reliability of I-BIDS: A New Handoff Tool pp. 353-368

- Frank Guido-Sanz, Mindi Anderson, Steven Talbert, Desiree A. Diaz, Gregory Welch and Alyssa Tanaka
- Machine learning and Serious Game for the Early Diagnosis of Alzheimer’s Disease pp. 369-387

- Samiha Mezrar and Fatima Bendella
- Fight. Heal. Repeat: A Look at Rhetorical Devices in Grinding Game Mechanics pp. 388-399

- Sabrina A. Sgandurra
Volume 53, issue 3, 2022
- Games for Peace and Welfare pp. 219-220

- Marlies P. Schijven and Toshiko Kikkawa
- Proximal Processes and Problem Solving: Gamers vs. Students pp. 221-236

- Lorraine A. Jacques
- Understanding the Effects of Mixed Reality on Video Game Satisfaction, Enjoyment, and Performance pp. 237-252

- Weerachet “Pitch†Sinlapanuntakul, Jessyca L. Derby and Barbara S. Chaparro
- A Serious Game Employed to Introduce Principles of Interprofessional Collaboration to Students of Multiple Health Professions pp. 253-264

- Nicholas M. Fusco, Lisa Jane Jacobsen, Nicole Klem, Ryan Krzyzanowicz and Patricia J. Ohtake
- Ghosts of the Titanomachy: Structure, Commitment, Economics, and Risk as Causal Mechanisms in an Online Battle pp. 265-284

- James D. Fielder
- Therapeutic Use of Role-Playing Game (RPG) in Mental Health: A Scoping Review pp. 285-311

- Daniel Luccas Arenas, Anna Viduani and Renata Brasil Araujo
Volume 53, issue 2, 2022
- Diversity Games pp. 95-96

- Marlies P. Schijven and Toshiko Kikkawa
- The Serious Game and Integrated Simulator for Cardiopulmonary Resuscitation Training in Nursing Students pp. 97-110

- Ayla Demirtas, Tulay Basak, Gul Sahin and Murat Çagatay Sonkaya
- Virtual Reality Instructional Design in Orthopedic Physical Therapy Education: A Mixed-Methods Usability Test pp. 111-134

- Aaron J. Hartstein, Margaret Verkuyl, Kory Zimney, Jean Yockey and Patti Berg-Poppe
- Modern Technologies and Gamification in Historical Education pp. 135-156

- Marina Moseikina, Saken Toktamysov and Svetlana Danshina
- To Triumph or to Socialize? The Role of Gaming Motivations in Multiplayer Online Battle Arena Gameplay Preferences pp. 157-174

- Justin W. Bonny and Lisa M. Castaneda
- Fast Serious Analogue Games in Planning: The Role of Non-Player Participants pp. 175-193

- Micael Sousa, António Pais Antunes, Nuno Pinto and Nelson Zagalo
- Fostering Students’ Understanding in Mangrove Ecosystem: A Case Study Using the Mangrove Survivor Board Game pp. 194-213

- Lalipat Gitgeatpong and Watcharee Ketpichainarong
Volume 53, issue 1, 2022
- Games We Must Play: Cooperative, Not Competitive pp. 3-5

- Marlies P. Schijven and Toshiko Kikkawa
- A Qualitative Exploratory Study of the Effects of Simulation on Nursing Students’ Self-Efficacy Beliefs for Using English for Professional Purposes pp. 6-21

- Pelin Karaçay, Zuhal Zeybekoğlu, Jacob Chizzo and Amy K. Middlebrooks
- Battling With Books: The Gamification of an EFL Extensive Reading Class pp. 22-55

- Mark R. Freiermuth and Michiyo Ito
- Why Students Should Be Taught Differently: Learner Characteristics, Learning Styles and Simulation Performance pp. 56-74

- Bindu Kulkarni, Ranjan Banerjee and Rajasekaran Raghunathan
- Conceptualizing a Quantitative Measurement Suite to Evaluate Healthcare Teams pp. 75-92

- John T. Paige, Camille L. Rogers, Kathryn E. Kerdolff, Deborah D. Garbee, Laura S. Bonanno and Qingzhao Yu
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