Simulation & Gaming
2000 - 2025
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Volume 51, issue 6, 2020
- Vigorous writing is concise, research is rigorous pp. 739-743

- Timothy C. Clapper
- Assessing the Distinctive Contributions of Simulation & Gaming to the Literature, 1970-2019: A Bibliometric Review pp. 744-769

- Uyen-Phuong Nguyen and Philip Hallinger
- Implications of Subject Matter Expertise as a Requirement for Debriefing: A Randomized Control Trial pp. 770-784

- Desiree A. DÃaz, Laura Gonzalez, Mindi Anderson, Valorie MacKenna, Erica Hoyt and Peggy P. Hill
- Cross-Cultural Analysis of Gamer Identity: A Comparison of the United States and Poland pp. 785-801

- Małgorzata Ćwil and William T. Howe
- Neurological Assessment Using a Physical-Virtual Patient (PVP) pp. 802-818

- Laura Gonzalez, Salam Daher and Greg Welch
- Gearing Up for the Future of Exercise pp. 819-829

- Rory McGloin, Kimberly Embacher-Martin, Christine Gilbert and Jaci VanHeest
- Simulation Game Outcomes: A Multilevel Examination of Knowledge Sharing Norms, Transactive Memory Systems, and Individual Learning Goal Orientations pp. 830-858

- Janice Francis Super, Teresa K. Betts, Heath Keller and Joy Roach Humphreys
Volume 51, issue 5, 2020
- Roles, Plays, and the Roles We Play While Playing Games pp. 583-585

- J. Tuomas Harviainen
- Experiencing Cybersecurity One Game at a Time: A Systematic Review of Cybersecurity Digital Games pp. 586-611

- Merijke Coenraad, Anthony Pellicone, Diane Jass Ketelhut, Michel Cukier, Jan Plane and David Weintrop
- Professional Wargaming: A Flawed but Useful Tool pp. 612-631

- John Curry
- Green Across the Board: Board Games as Tools for Dialogue and Simplified Environmental Communication pp. 632-652

- Kristoffer S. Fjællingsdal and Christian A. Klöckner
- Exploring the Effects of Violent Video Games on Healthcare Trainees pp. 653-665

- Karlie A. Krause, Chelsie Smyth and Kate L. Jansen
- A Study of Cognitive Results in Marketing and Finance Students pp. 666-684

- Paola Andrea Ortiz-Rendón, Luz Alexandra Montoya-Restrepo and Jose-Luis Munuera-Alemán
- The Influence of Game Character Appearance on Empathy and Immersion: Virtual Non-Robotic Versus Robotic Animals pp. 685-711

- Alexandra Sierra Rativa, Marie Postma and Menno Van Zaanen
- Conscientiousness in Game-Based Learning pp. 712-734

- Liu Yi, Qiqi Zhou, Tan Xiao, Ge Qing and Igor Mayer
Volume 51, issue 4, 2020
- Gaming in the Time of COVID-19 pp. 403-410

- Willy C. Kriz
- Examining Board Gameplay and Learning: A Multidisciplinary Review of Recent Research pp. 411-431

- Rebecca Yvonne Bayeck
- Developing Snake Ladder Game Learning Media to Increase Students’ Interest and Learning Outcomes on Social Studies in Elementary School pp. 432-442

- Ahmad Syawaluddin, Sidrah Afriani Rachman and Khaerunnisa
- Using Escape Rooms for Conducting Team Research: Understanding Development, Considerations, and Challenges pp. 443-460

- Tara N. Cohen, Andrew C. Griggs, Joseph R. Keebler, Elizabeth H. Lazzara, Shawn M. Doherty, Falisha F. Kanji and Bruce L. Gewertz
- Would Chuck Norris Certainly Win the Hunger Games? Simulating the Result Reliability of Battle Royale Games Through Agent-Based Models pp. 461-476

- Hannes Rosenbusch, Jonas Röttger and David Rosenbusch
- The Effects of Situation Variability in a Simulation-Based Training for Implicit Innovation Knowledge pp. 477-497

- Saar Van Lysebetten, Frederik Anseel and Diana R. Sanchez
- Optimising the Learning Potential of Simulations Through Structural Transparency and Exploratory Guidance pp. 498-523

- Carlos Capelo and Ana Lorga Silva
- Practicing CPR: A Qualitative Analysis of Resident Motivation pp. 524-536

- Ilana Harwayne-Gidansky, Dorene F. Balmer, Cara B. Doughty, Lori L. Scarlatos, Todd Chang and Joo Lee Song
- Virtual Gaming Simulation: An Interview Study of Nurse Educators pp. 537-549

- Margaret Verkuyl, Lynda Atack, Krista Kamstra-Cooper and Paula Mastrilli
- Development and Performance Assessment of a Digital Serious Game to Assess Multi-Patient Care Skills in a Simulated Pediatric Emergency Department pp. 550-570

- Cindy Luu, Thomas B. Talbot, Cha Chi Fung, Eyal Ben-Isaac, Juan Espinoza, Susan Fischer, Christine S. Cho, Mariam Sargsyan, Sridevi Korand and Todd P. Chang
- Telesimulation for COVID-19 Ventilator Management Training With Social-Distancing Restrictions During the Coronavirus Pandemic pp. 571-577

- Neel Naik, Robert Alan Finkelstein, Joy Howell, Kapil Rajwani and Kevin Ching
Volume 51, issue 3, 2020
- Embedded and Guiding Cues: The Role of the Designer and Facilitator in Simulation and Gaming pp. 283-286

- Timothy C. Clapper
- Developing a Model of Video Game Play: Motivations, Satisfactions, and Continuance Intentions pp. 287-309

- Brady Patzer, Barbara Chaparro and Joseph R. Keebler
- Exploring the Relationships Among Middle School Students’ Peer Interactions, Task Efficiency, and Learning Engagement in Game-Based Learning pp. 310-335

- Jewoong Moon and Fengfeng Ke
- The Acquisition of 21st-Century Skills Through Video Games: Minecraft Design Process Models and Their Web of Class Roles pp. 336-364

- Katherine J. E. Hewett, Guang Zeng and Bethanie C. Pletcher
- Side Effects May Include Fun: Pre- and Post-Market Surveillance of the GridlockED Serious Game pp. 365-377

- Stephen J. Hale, Sonja Wakeling, J. Bruce Blain, Alim Pardhan, Shawn Mondoux and Teresa M. Chan
- Supporting Dialogue and Analysis on Trade-Offs in Climate Adaptation Research With the Maladaptation Game pp. 378-399

- Tina-Simone Neset, Sirkku Juhola, Lotten Wiréhn, Janina Käyhkö, Carlo Navarra, Therese Asplund, Erik Glaas, Victoria Wibeck and Björn-Ola Linnér
Volume 51, issue 2, 2020
- Real, Half-Real, Irreal, Unreal pp. 111-113

- J. Tuomas Harviainen
- The Climate Action Simulation pp. 114-140

- Juliette N. Rooney-Varga, Florian Kapmeier, John D. Sterman, Andrew P. Jones, Michele Putko and Kenneth Rath
- The Role of Epistemic Curiosity in Game-Based Learning: Distinguishing Skill Acquisition From Adaptation pp. 141-166

- Jonathan T. Huck, Eric Anthony Day, Li Lin, Ashley G. Jorgensen, Joseph Westlin and Jay H. Hardy
- Unlocking Student Engagement: Creation, Adaptation, and Application of an Educational Escape Room Across Three Pharmacy Campuses pp. 167-179

- Heidi Eukel, Jeanne Frenzel, Kyle Frazier and Micah Miller
- A Framework of Simulation and Gaming for Enhancing Community Resilience Against Large-Scale Earthquakes: Application for Achievements in Japan pp. 180-211

- Yusuke Toyoda
- Gaming Exercise for Rights-Conversion-Type Urban Redevelopment Project in International Cooperation Context pp. 212-242

- Toshiyuki Kaneda, Mingji Cui, Sofia Sahab and Ahmad Ramin Sadiq
- Exploration of Two Different Structures for Debriefing in Simulation: The Influence of the Structure on the Facilitator Role pp. 243-257

- Randi Tosterud, Kristin Kjølberg, Arnhild Vestnes Kongshaug and Jon Viktor Haugom
- Pacing in Serious Games: Exploring the Effects of Presentation Speed on Cognitive Load, Engagement and Learning Gains pp. 258-279

- Dominik Petko, Regina Schmid and Andrea Cantieni
Volume 51, issue 1, 2020
- A Tribute to Some of Our Pioneers, Past and Present as We Move Beyond 50 Years With Simulation & Gaming pp. 3-6

- Timothy C. Clapper
- Acknowledgment of Reviewers of Simulation & Gaming for 2019 pp. 7-8

- N/a
- The Evolution of Simulation-Based Learning Across the Disciplines, 1965–2018: A Science Map of the Literature pp. 9-32

- Philip Hallinger and Ray Wang
- Do Badges Affect Intrinsic Motivation in Introductory Programming Students? pp. 33-54

- Lisa Facey-Shaw, Marcus Specht, Peter van Rosmalen and Jeanette Bartley-Bryan
- Video Game Pursuit (VGPu) Scale Development: Designing and Validating a Scale With Implications for Game-Based Learning and Assessment pp. 55-86

- Diana R. Sanchez and Markus Langer
- Health$en$eTM: Developing a Board Game on Value-based Healthcare Financing pp. 87-105

- Harold Tan, Yap Chun Wei, Heng Wei Yun, Koh Eng Hui Joan, Ho Wai Yee and Lim Yee Juan
Volume 50, issue 6, 2019
- Interbank Interest-Rate Model for the Banking Business of a Multi-Industry Game pp. 667-689

- Precha Thavikulwat and Bosco Wing Tong Yu
- FASim: A 3D Serious Game for the First Aid Emergency pp. 690-710

- Samira Benkhedda and Fatima Bendella
- Simulation as a Tool to Promote Professional Identity Formation and Patient Ownership in Medical Students pp. 711-724

- Lillie Tien, Tasha R. Wyatt, Matthew Tews and A. J. Kleinheksel
- Making Language Real: Developing Communicative and Professional Competences Through Global Simulation pp. 725-753

- Yuddy Perez and Paige Poole
- PY-RATE ADVENTURES: A 2D Platform Serious Game for Learning the Basic Concepts of Programming With Python pp. 754-770

- Grigorios Sideris and Stelios Xinogalos
- Being an Educator and Game Developer: The Role of Pedagogical Content Knowledge in Non-Commercial Serious Games Production pp. 771-788

- Jonas Linderoth and Björn Sjöblom
- Psychometric Testing of a Value-Achievement-Cost Motivation Survey for 12th Grade Health Sciences Students for Use in Simulation-Based-Games pp. 789-811

- Kevin R. Glover and Alec Bodzin
- Learner-Controlled Practice Difficulty and Task Exploration in an Active-Learning Gaming Environment pp. 812-831

- Joseph Westlin, Eric Anthony Day and Michael G. Hughes
- A ‘KAHOOT!’ Approach: The Effectiveness of Game-Based Learning for an Advanced Placement Biology Class pp. 832-847

- Serena M. Jones, Priya Katyal, Xuan Xie, Madeleine P. Nicolas, Eric M. Leung, Damon M. Noland and Jin Kim Montclare
- Cross-Cultural Learning in Gameplay: BAFÃ BAFÃ, Persuasive Technology, and the Exploration of Intercultural Sensitivity pp. 848-859

- Jessica Wendorf Muhamad and Fan Yang
Volume 50, issue 5, 2019
- Contributions of Japanese Gaming and JASAG pp. 487-490

- Willy Christian Kriz
- From Then to Now: Transformation in Simulation and Gaming in Japan pp. 491-493

- Toshiko Kikkawa and Susumu Ohnuma
- QR HUG: A Study on the Development of a Game to Manage a Shelter Using QR Codes pp. 494-508

- Kenichiro Komori, Manabu Ichikawa, Hiroshi Deguchi and Kentaro Saito
- The Detrimental Effects of Punishment and Reward on Cooperation in the Industrial Waste Illegal Dumping Game pp. 509-531

- Yoko Kitakaji and Susumu Ohnuma
- Persuasion Game: Cross Cultural Comparison pp. 532-555

- Kaori Ando, Junkichi Sugiura, Susumu Ohnuma, Kim-Pong Tam, Gundula Hübner and Nahoko Adachi
- Consensus Building Gaming Which Promotes Creative Solutions to Wildlife Management Dilemmas pp. 556-571

- Shin Oyamada and Shinobu Kitani
- A Prediction Market-Based Gamified Approach to Enhance Knowledge Sharing in Organizations pp. 572-597

- Hajime Mizuyama, Seiyu Yamaguchi and Mizuho Sato
- Development of a Social Skills Education Game for Elementary School Students pp. 598-620

- Yoshiko Okada and Toshiki Matsuda
- A Short History of Table-Talk and Live-Action Role-Playing in Japan: Replays and the Horror Genre as Drivers of Popularity pp. 621-644

- Björn-Ole Kamm
- Influence of Room Condition on Participants in Simulation and Gaming Activities: Analyses of Debriefing Forms pp. 645-661

- M. Nakamura
Volume 50, issue 4, 2019
- Addressing Real Needs With Simulation-Based Tools and Good Research Methods pp. 415-418

- Timothy C. Clapper
- The Gamification of Meditation: A Randomized-Controlled Study of a Prescribed Mobile Mindfulness Meditation Application in Reducing College Students’ Depression pp. 419-435

- Matthew T. Fish and Amelia D. Saul
- Promoting Surgical Residents’ Basic Skills via the Design and Implementation of a Simulation Training Tool pp. 436-447

- Minna Ruoranen, Teuvo Antikainen, Anne Mattila, Raija H. Hämäläinen and Anneli Eteläpelto
- Development of a Mental Health Objective Structured Clinical Examination (OSCE): A Pilot Study pp. 448-460

- Cherrill Stockmann, Desiree A. Diaz, Debra Murphy, Kimberly Dever, Michelle Marchini, Jodi Huffman-Frazee and Mindi Anderson
- A Flexible Supply Chain Management Game pp. 461-482

- Patra Shovityakool, Piyachat Jittam, Namkang Sriwattanarothai and Parames Laosinchai
Volume 50, issue 3, 2019
- Human-Computer Interaction and Simulation/Gaming pp. 263-265

- J. Tuomas Harviainen
- Special Issue HCI Research Games – An Editorial pp. 266-271

- Karin Slegers, Lizzy Bleumers, Bernhard Maurer, Alina Krischkowsky and Mark Blythe
- Using the SGDA Framework to Design and Evaluate Research Games pp. 272-301

- David Geerts, Marije Nouwen, Evert van Beek, Karin Slegers, Fernanda Chocron Miranda and Lizzy Bleumers
- Validity Threats in Quantitative Data Collection With Games: A Narrative Survey pp. 302-328

- David Gundry and Sebastian Deterding
- Tensions Within the Ministry of Provenance: Reflections on Co-Creating a Research Game Together With Artists pp. 329-358

- Richard Wetzel, Khaled Bachour and Martin Flintham
- Supporting Interventions to Reduce Household Greenhouse Gas Emissions: A Transdisciplinary Role-Playing Game Development pp. 359-376

- Datu Buyung Agusdinata and Heide Lukosch
- Taking a Glimpse Into the Future by Playing? pp. 377-392

- Robert Lohmann
- The Impact of International Business Strategy Simulation Games on Student Engagement pp. 393-407

- Tim Rogmans and Wasseem Abaza
- Obituary for Allan G. Feldt: Pioneer in Urban Gaming and Co-Founder of the International Simulation and Gaming Association (ISAGA) pp. 408-410

- Willy C. Kriz, Timothy C. Clapper and J. Tuomas Harviainen
Volume 50, issue 2, 2019
- Editorial to the April Issue pp. 99-101

- J. Tuomas Harviainen
- Does Repeated Exposure to Critical Situations in a Screen-Based Simulation Improve the Self-Assessment of Non-Technical Skills in Postpartum Hemorrhage Management? pp. 102-123

- Jessy Barré, Daphné Michelet, Anais Job, Jennifer Truchot, Philippe Cabon, Catherine Delgoulet and Antoine Tesnière
- Using a Serious Game to Train Violence Risk Assessment and Management Skills pp. 124-135

- Jonathan Mason and Krystelle Loader
- Gaming in Virtual Reality: What Changes in Terms of Usability, Emotional Response and Sense of Presence Compared to Non-Immersive Video Games? pp. 136-159

- Federica Pallavicini, Alessandro Pepe and Maria Eleonora Minissi
- Developing a Task Switching Training Game for Children With a Rare Genetic Syndrome Linked to Intellectual Disability pp. 160-179

- Nigel Robb, Annalu Waller and Kate A. Woodcock
- The Game Between Game Theory and Gaming Simulations: Design Choices pp. 180-201

- Bill Roungas, Femke Bekius and Sebastiaan Meijer
- Nursing Students’ Perceptions Using an Interactive Digital Simulation Table: A Usability Study pp. 202-213

- Margaret Verkuyl, Lorraine Betts and Suba Sivaramalingam
- Creating Pathways to Personal Resilience Through Classroom Simulations pp. 214-242

- Lorin Walker, Ray Luechtefeld and Jo Anne Long Walker
- A Virtual-Reality Training Simulator for Cochlear Implant Surgery pp. 243-258

- Blake Jones, Seyed Alireza Rohani, Nelson Ong, Tarek Tayeh, Ahmad Chalabi, Sumit K. Agrawal and Hanif M. Ladak
Volume 50, issue 1, 2019
- Preserving and Presenting Simulations and Games pp. 3-5

- J. Tuomas Harviainen
- Virtual Reality Simulation Technology for Cardiopulmonary Resuscitation Training: An Innovative Hybrid System With Haptic Feedback pp. 6-22

- Omamah Almousa, Joana Prates, Noor Yeslam, Dougal Mac Gregor, Junsong Zhang, Viet Phan, Marc Nielsen, Richard Smith and Karim Qayumi
- Learning Through Action: Creating and Implementing a Strategy Game to Foster Innovative Thinking in Higher Education pp. 23-43

- Paul F. Franco and Deborah A. DeLuca
- Not Only for the (Tom) boys: Gender Variables as Predictors for Playing Motivations, Passion, and Addiction for MMORPGs pp. 44-61

- Julia Kneer, Sanne Franken and Sabine Reich
- In Strategy Simulations, Data Analysis Matters Most (More Than Number of Log Ins and More Than Time Spent Logged In) pp. 62-75

- Rebecca Schmeller
- Long-Term Effects of In-Game Purchases and Event Game Mechanics on Young Mobile Social Game Players in Japan pp. 76-92

- Akiko Shibuya, Mizuha Teramoto, Akiyo Shoun and Kumiko Akiyama
- Acknowledgment of Reviewers of Simulation & Gaming for 2018 pp. 93-94

- N/a
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