Content
June 2024, Volume 55, Issue 3
- 361-365 Gamification for Sustainable Development
by Agnessa Spanellis & J. Tuomas Harviainen & Daniel Fernández Galeote & Mattia Thibault - 366-390 Live and Let Die - Battle Stories of Gamified Sustainable Consumption App Creators
by Georgina Guillen & Juho Hamari - 391-417 Gamification and Sustainable Water Use: The Case of the BLUTUBE Educational Program
by Roberto Di Paolo & Veronica Pizziol - 418-441 Studying the Use of Virtual Reality Learning Environments to Engage School Children in Safe Cycling Education
by Jaakko Vuorio - 442-444 Making a Better Future Using Simulation and Gaming
by Marlies P. Schijven & Toshiko Kikkawa - 445-478 Integrating Biofeedback and Artificial Intelligence into eXtended Reality Training Scenarios: A Systematic Literature Review
by Karen L. Blackmore & Shamus P. Smith & Jacqueline D. Bailey & Benjamin Krynski - 479-501 Openness to Experience and Player Satisfaction in a Simulation Game
by Vinod Dumblekar & Suresh Paul Antony & Upinder Dhar - 502-526 Predictive Factors for Difficulty in Simulation Methodology in Teacher Education
by M. Laura Angelini & Roberta Diamanti & Remedios Aguilar-Moya - 527-551 High School Students’ Motivation to Learn Climate Change Science through Educational Computer Games
by Metin Besalti & Glenn Gordon Smith - 552-569 Gamified Intervention for Health Promotion of Families in Child Health Clinics — A Cluster Randomised Trial
by Laura Selänne & Miko Pasanen & Funda Aslan & Anni Pakarinen
April 2024, Volume 55, Issue 2
- 131-134 The Therapeutic Potential of Gaming - Body and Mind Benefits
by Marlies P. Schijven & Toshiko Kikkawa - 135-158 Simulated Learning Environments as an Interdisciplinary Option for Vocational Training: A Systematic Review
by Sandra Liliana Navarro-Parra & Andrés Chiappe - 159-179 Virtual Patient Simulations in Nursing Education: A Descriptive Systematic Review
by Gul Sahin Karaduman & Tulay Basak - 180-195 Healthcare Students’ Anxiety, Cognitive Load, and Trait-mindfulness during Interprofessional obstetric Simulation Training
by Kamal Takhdat & Houssam Rebahi & Mohamed Eddabbah & Abdelmonim El Fadely & Saloua Lamtali & Ahmed Rhassane El Adib - 196-223 Gamification and Gaming in Cryptocurrency Education: A Survey with Cryptocurrency Investors and Potential Investors
by Hilda Hadan & Leah Zhang-Kennedy & Lennart Nacke & Ville Mäkelä - 224-248 Personnel Training for Common Facility Management Issues in Thermal-Energy-Storage Chiller Plant using a Serious 3D Game
by Mirza Rayana Sanzana & Mostafa Osama Mostafa Abdulrazic & Jing Ying Wong & Chun-Chieh Yip - 249-266 Supporting stoma patients’ self-efficacy with a mobile application - a focus group interview study
by Sebastiaan L. van der Storm & Samira E.M. van Knippenberg & Anne M. Eskes & Marlies P. Schijven - 267-280 Getting Inspired: A Qualitative Study on the Use of the Inspirisles Role-Playing Game to Teach Middle Schoolers American Sign Language
by Maryanne Cullinan & Laura L. Wood - 281-301 Virtual 3D Simulation Technology for Interprofessional Team Training
by 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 & Karim Qayumi - 302-322 Punnett Farms: Developing An Immersive Educational Game-Based Platform for Learning Genetics
by Henry G.H. Low & Marina Ellefson - 323-341 The Funnel of Game Design – An Adaptive Game Design Approach for Complex Systems
by Maria Freese & Heide Lukosch - 342-357 How Game Ecology Drives Player Choices in Strategy Video Games: An Environmental Determinism Perspective
by Zihan Feng
February 2024, Volume 55, Issue 1
- 3-5 How to Safely Transfer Knowledge and Skills Derived From Gaming Into the Real World?
by Marlies P. Schijven & Toshiko Kikkawa - 6-29 The Social Accomplishment of Seeing Together in Networked Team Play
by Fredrik Rusk & Nicholas Taylor & Matilda Ståhl - 30-50 Informal Social-Emotional Learning in Gaming Affinity Spaces: Evidence From a Reddit Discussion Thread on Elden Ring
by André Czauderna & Sam von Gillern & Bradley Robinson - 51-81 Evaluating the Effectiveness of the Leading Change for Sustainability in Schools Simulation: A Research and Development Project
by Vien-Thong Nguyen & Philip Hallinger & Parinya Showanasai - 82-108 Systematic Framework for Esports Training: Informing eSports Training with the Learning Sciences
by Yoo Kyung Chang & Keying Chen & Ziyue Li - 109-127 Can Facilitators’ Need for Control Influence Students’ Learning Experience through Simulation? - A Qualitative Study on Simulation in Nursing Education
by Jon Viktor Haugom & Solveig Struksnes
December 2023, Volume 54, Issue 6
- 595-597 Racing Towards Excellence: Lessons From the Formula One Benefiting Healthcare Professionals
by Marlies P. Schijven & Toshiko Kikkawa - 598-620 Quality of Evidence and Pedagogical Strategy in Using Gamification in Medical Education Literature: A Systematic Review
by Amir Mohammad Salehi & Hossein Ali Mohammadi & Ensiyeh Jenabi & Elham Khanlarzadeh & Koosha Ashtari - 621-644 The Role of Reflection in Learning with Simulation Games – A Multi-Method Quasi Experimental Research
by Tobias Alf & Marieke de Wijse & Friedrich Trautwein - 645-679 Understanding the Role of Sport Values on Social Capital and Word-of-Mouth on the Internet: A Case Study of Esports Games
by Tiago Ribeiro & André Calapez & Victor Almeida & Hirotaka Matsuoka - 680-707 In-Game Uncertainties and Climate Change Challenges as Identified by Pre-Service Teachers
by Fiona van Schaik - 708-729 Benevolent Transgressive Play in Dungeons & Dragons [D&D]
by Premeet Sidhu & Marcus Carter - 730-759 Designing Simulation to Improve Production Efficiency of Batik Industry
by Stefani Prima Dias Kristiana & Anna Maria Sri Asih & Andi Sudiarso
October 2023, Volume 54, Issue 5
- 475-476 Improving resilience through gaming
by Marlies P. Schijven & Toshiko Kikkawa - 477-488 “The Synaptic Board Game†Improves Health Sciences Students’ Learning on Synaptic Transmission
by Guilherme Salgado Carrazoni & Amanda Dalla’Corte Chaves & Lucas Gazzani Araujo Silva & Claudio Felipe Kolling da Rocha & Pâmela Billig Mello-Carpes - 489-507 Communication Challenges in Social Board Games
by Michael Crabb & Michael Heron - 508-533 Typologies and Features of Play in Mobile Games for Mental Wellbeing
by Emma Reay & Minhua Ma & Tanya Krzywinska & Gabriela Pavarini & Siobhan Hugh-Jones & Anna Mankee-Williams & Anton Belinskiy & Kamaldeep Bhui - 534-553 eSports: Digital Games and Its Future From the Traditional Athletes’ and eSports Players’ Perspectives
by Tuğçe Örsoğlu & Betül Yüzbaşıoğlu & Hacı Ahmet Pekel - 554-575 Your Move: An Open Access Dataset of Over 1500 Board Gamer’s Demographics, Preferences and Motivations
by Liam Cross & Andrea Piovesan & Micael Sousa & Peter Wright & Gray Atherton - 576-592 Assessing the Impact of Immersion on Learning in Medical Students: A Pilot Study Comparing Two-Dimensional and Three-Dimensional Virtual Simulation
by Lucy Bray & Sebastian Spencer & Emma Pearson & Katerina Meznikova & David Hepburn
August 2023, Volume 54, Issue 4
- 399-401 What Does A Game Need to Become A Classic?
by Marlies P. Schijven & Toshiko Kikkawa - 402-426 About Gamifying an Emotional Learning Companion to Teach Programming to Primary Education Students
by J.M. Ocaña & E.K. Morales-Urrutia & D. Pérez-MarÃn & C. Pizarro - 427-446 Using Various Types of Embedded Participants to Enhance Culturally Congruent, Family-Centered Simulation-Based Education
by 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 & Rubén Z. DÃaz - 447-460 Maximising Undergraduate Medical Radiation Students’ Learning Experiences Using Cloud-Based Computed Tomography (CT) Software
by Minh Chau & Elio Stefan Arruzza - 461-469 Erratum to “Digital Games as Media for Teaching and Learning: A Template for Critical Evaluationâ€
by N/A
June 2023, Volume 54, Issue 3
- 239-240 On the Shoulder of the Giants for Creating a Better Future
by Marlies P. Schijven & Toshiko Kikkawa - 241-251 Cap-and-Trade Game: An Online Computer Game for Experiential Learning About Pollution Pricing
by Niko Yiannakoulias - 252-275 Evaluation of a Postpartum Hemorrhage Escape Room: A Multisite Study
by Tamara Holland & Joan Esper Kuhnly & Michele McKelvey & Jean Prast & Laurie Walter - 276-293 An Examination of Memory Performance in a Fearful Virtual Reality Gaming Context
by L. Y. Lo & C. L. Ip - 294-321 How Hard Is It Really? Assessing Game-Task Difficulty Through Real-Time Measures of Performance and Cognitive Load
by Andrew J.A. Seyderhelm & Karen L. Blackmore - 322-347 The Cognitive Skills in Interpretation of Spatial Situations in the League of Legends game
by Tymoteusz Horbiński & Krzysztof Zagata - 348-374 Digital Games as Media for Teaching and Learning: A Template for Critical Evaluation
by Holger Pötzsch & Therese Holt Hansen & Emil Lundedal Hammar - 375-394 Players Perception of the Chemistry in the Video Game No Man’s Sky
by Diogo Santos & Nelson Zagalo & Carla Morais
April 2023, Volume 54, Issue 2
- 147-149 Why is Serious Gaming Important? Let’s Have a Chat!
by Marlies P. Schijven & Toshiko Kikkawa - 150-166 Planning an Escape: Considerations for the Development of Applied Escape Rooms
by Shawn M. Doherty & Andrew C. Griggs & Elizabeth H. Lazzara & Joseph R. Keebler & Bruce L. Gewertz & Tara N. Cohen - 167-183 Mechanics and Experience in Call of Duty: Modern Warfare: Opportunities for Civic Empathy
by Taylor Milan Kessner & Luis Perez Cortes - 184-208 Application of Mobile-Based Games in The Rehabilitation of Stroke Survivors
by Narges Norouzkhani & Mahsa Hamednia & Shokoufeh Aalaei - 209-220 Player Experience and Enjoyment: A Preliminary Examination of Differences in Video Game Genre
by Sean Eshuis & Kay Pozzebon & Andrew Allen & Lee Kannis-Dymand - 221-234 Richard D. Duke: Systems Thinker, Game Science Founder & Beloved Mentor
by Heide Karen Lukosch
February 2023, Volume 54, Issue 1
- 3-4 When do games end?
by Marlies P. Schijven & Toshiko Kikkawa - 5-27 DESSRT: A Novel Framework for Empirical Red Teaming at Scale
by Brandon Behlendorf & Gary Ackerman - 28-44 How Online Gaming Could Enhance Your Career Prospects
by Anna-Stiina Wallinheimo & Anesa Hosein & David Barrie & Andrey Chernyavskiy & Irina Agafonova & Peter Williams - 45-67 Students as policymakers and policy advocates: Role-playing evidence-based health policies
by Sama’a Hamed AlMubarak - 68-84 Guidelines of Serious Game Design for Promoting Reframing
by Lanlan Gao & Rupert Ward & Carlo Fabricatore - 85-103 Digital Gaming Trends of Middle-Aged and Older Adults: A Sample from Turkey
by İlmiye Seçer & Elif Öykü Us - 104-130 A Playful Approach to Household Sustainability: Results From a Pilot Study on Resource Consumption
by Datu Buyung Agusdinata & Heide Lukosch & Muhammad Hanif & David Watkins - 131-143 Med Sim Studio: An Open-Access Simulation Platform for Running and Sharing Dynamic Display of Patient Data in Package Scenarios
by Adam Blumenberg & David Kessler
December 2022, Volume 53, Issue 6
- 579-580 To Nudge or to Gamify – How to Repair Reality?
by Marlies P. Schijven & Toshiko Kikkawa - 581-601 The Effect of Serious Games on Medical Students’ Motivation, Flow and Learning
by Ihsen Zairi & Mohamed Ben Dhiab & Khadija Mzoughi & Imtinene Ben Mrad - 602-614 Mastery learning and deliberate practice: Do simulationists need clarification?
by Timothy C. Clapper - 615-644 Offsetting Game—Framing Environmental Issues in the Design of a Serious Game
by Nina V. Nygren & Ville Kankainen & Lucas Brunet - 645-662 Comparison of Knowledge Change in a Virtual Reality Simulation Across Four Platform Technologies
by Brian Cleveley & Karin Diane Hatheway-Dial & Lori Wahl & Joey Peutz - 663-675 Unlocking the Methodology of Escape Rooms: Considerations for Conducting Applied Escape Rooms in Research
by Andrew C. Griggs & Elizabeth H. Lazzara & Shawn M. Doherty & Joseph R. Keebler & Bruce L. Gewertz & Tara N. Cohen
October 2022, Volume 53, Issue 5
- 403-404 One Winner for Games?
by Marlies P. Schijven & Toshiko Kikkawa - 405-422 The Effect of 2D and 3D Action Video Game Interventions on Executive Functions in Male Students
by Faride Sadat Hoseini & Masood Khodadadi & Alireza Khorambakht - 423-445 Same Gaming: An Exploration of Relationships Between Gender Traits, Sexual Orientation, Motivations, and Enjoyment of Playing Video Games
by Julia Kneer & Yubo Zhang & Bartosz Grzegorz Żerebecki & Tim Wulf - 446-469 Legitimate Peripheral Participation by Novices in a Dungeons and Dragons Community
by Michael J. Giordano - 470-512 Improving Environmental Outcomes With Games: An Exploration of Behavioural and Technological Design and Evaluation Approaches
by Kristy de Salas & Louise Ashbarry & Mikaela Seabourne & Ian Lewis & Lindsay Wells & Julian Dermoudy & Erin Roehrer & Matthew Springer & James D. Sauer & Jenn Scott - 513-537 Roles of Serious Game in Diabetes Patient Education
by Chen Ling & Shriram Seetharaman & Lubna Mirza - 538-563 Association between Clinical Simulation Design Features and Novice Healthcare Professionals’ Cognitive Load: A Systematic Review and Meta-Analysis
by Alexandra Lapierre & Caroline Arbour & Marc-André Maheu-Cadotte & Billy Vinette & Guillaume Fontaine & Patrick Lavoie - 564-576 “What if We Explore…†Promoting Engaged Learning and Collaboration with MOUNTAIN RESCUE
by Denise M. Bressler & M. Shane Tutwiler & Amanda Siebert-Evenstone & Leonard A. Annetta & Jason A. Chen
August 2022, Volume 53, Issue 4
- 315-316 Is there any (artificial) intelligence in gaming?
by Marlies P. Schijven & Toshiko Kikkawa - 317-334 Augmented Virtuality Systems as a Tool for Improving Numeracy Decision-Making Among Children
by N Yuviler-Gavish & Z Treiger & E Horesh & E Shamilov - 335-352 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
by Sridevi Korand & Cha Chi Fung & Sammy Cohen & Thomas B. Talbot & Susan Fischer & Cindy Luu & Mariam Sargsyan & Eyal Ben-Isaac & Juan Espinoza & Todd P. Chang - 353-368 Using Simulation to Test Validity and Reliability of I-BIDS: A New Handoff Tool
by Frank Guido-Sanz & Mindi Anderson & Steven Talbert & Desiree A. Diaz & Gregory Welch & Alyssa Tanaka - 369-387 Machine learning and Serious Game for the Early Diagnosis of Alzheimer’s Disease
by Samiha Mezrar & Fatima Bendella - 388-399 Fight. Heal. Repeat: A Look at Rhetorical Devices in Grinding Game Mechanics
by Sabrina A. Sgandurra
June 2022, Volume 53, Issue 3
- 219-220 Games for Peace and Welfare
by Marlies P. Schijven & Toshiko Kikkawa - 221-236 Proximal Processes and Problem Solving: Gamers vs. Students
by Lorraine A. Jacques - 237-252 Understanding the Effects of Mixed Reality on Video Game Satisfaction, Enjoyment, and Performance
by Weerachet “Pitch†Sinlapanuntakul & Jessyca L. Derby & Barbara S. Chaparro - 253-264 A Serious Game Employed to Introduce Principles of Interprofessional Collaboration to Students of Multiple Health Professions
by Nicholas M. Fusco & Lisa Jane Jacobsen & Nicole Klem & Ryan Krzyzanowicz & Patricia J. Ohtake - 265-284 Ghosts of the Titanomachy: Structure, Commitment, Economics, and Risk as Causal Mechanisms in an Online Battle
by James D. Fielder - 285-311 Therapeutic Use of Role-Playing Game (RPG) in Mental Health: A Scoping Review
by Daniel Luccas Arenas & Anna Viduani & Renata Brasil Araujo
April 2022, Volume 53, Issue 2
- 95-96 Diversity Games
by Marlies P. Schijven & Toshiko Kikkawa - 97-110 The Serious Game and Integrated Simulator for Cardiopulmonary Resuscitation Training in Nursing Students
by Ayla Demirtas & Tulay Basak & Gul Sahin & Murat Çagatay Sonkaya - 111-134 Virtual Reality Instructional Design in Orthopedic Physical Therapy Education: A Mixed-Methods Usability Test
by Aaron J. Hartstein & Margaret Verkuyl & Kory Zimney & Jean Yockey & Patti Berg-Poppe - 135-156 Modern Technologies and Gamification in Historical Education
by Marina Moseikina & Saken Toktamysov & Svetlana Danshina - 157-174 To Triumph or to Socialize? The Role of Gaming Motivations in Multiplayer Online Battle Arena Gameplay Preferences
by Justin W. Bonny & Lisa M. Castaneda - 175-193 Fast Serious Analogue Games in Planning: The Role of Non-Player Participants
by Micael Sousa & António Pais Antunes & Nuno Pinto & Nelson Zagalo - 194-213 Fostering Students’ Understanding in Mangrove Ecosystem: A Case Study Using the Mangrove Survivor Board Game
by Lalipat Gitgeatpong & Watcharee Ketpichainarong
February 2022, Volume 53, Issue 1
- 3-5 Games We Must Play: Cooperative, Not Competitive
by Marlies P. Schijven & Toshiko Kikkawa - 6-21 A Qualitative Exploratory Study of the Effects of Simulation on Nursing Students’ Self-Efficacy Beliefs for Using English for Professional Purposes
by Pelin Karaçay & Zuhal Zeybekoğlu & Jacob Chizzo & Amy K. Middlebrooks - 22-55 Battling With Books: The Gamification of an EFL Extensive Reading Class
by Mark R. Freiermuth & Michiyo Ito - 56-74 Why Students Should Be Taught Differently: Learner Characteristics, Learning Styles and Simulation Performance
by Bindu Kulkarni & Ranjan Banerjee & Rajasekaran Raghunathan - 75-92 Conceptualizing a Quantitative Measurement Suite to Evaluate Healthcare Teams
by John T. Paige & Camille L. Rogers & Kathryn E. Kerdolff & Deborah D. Garbee & Laura S. Bonanno & Qingzhao Yu
December 2021, Volume 52, Issue 6
- 684-685 What we can learn from the Olympic Games
by Marlies P. Schijven & Toshiko Kikkawa - 686-714 Serious Games as a Complementary Tool for Social Skill Development in Young People: A Systematic Review of the Literature
by Lucy R. Zheng & Catherine M. Oberle & W. A. Hawkes-Robinson & Stéphane Daniau - 715-734 The Impact of Gamification and Individual Differences on Second Language Learning Among First-Year Female University Students in Saudi Arabia
by Maram Almufareh - 735-752 Development and Validity of a Serious Game (VirtualTer) for Postural Balance Rehabilitation in Older Adults
by Candice Simões Pimenta de Medeiros & Thaiana Barbosa Ferreira Pacheco & Rummenigge Rudson Dantas & FabrÃcia Azevêdo da Costa Cavalcanti - 753-774 Learning Through Redesigning a Game in the STEM Classroom
by Farzan Baradaran Rahimi & Beaumie Kim - 775-795 The Learning Process in Live-Action Simulation Games: The Impact of Personality, Motivation, Immersion, and Flow on Learning Outcome in a Simulation Game
by Anna K. Preuß - 796-806 Transitioning Escape Rooms to a Virtual Environment
by Jared M. Kutzin & Jenny E. Sanders & Christopher G. Strother
October 2021, Volume 52, Issue 5
- 531-532 Plowing Ahead
by Marlies P. Schijven & Toshiko Kikkawa - 533-553 We Are the Champions? Performing whiteness in ASCENSION: DAWN OF CHAMPIONS
by Sabine Harrer - 554-584 Effect of Digital Serious Games Related to Patient Care in Pharmacy Education: A Systematic Review
by Rafaella de Oliveira Santos Silva & André Mascarenhas Pereira & Dyego Carlos Souza Anacleto de Araújo & Kérilin Stancine Santos Rocha & Mairim Russo Serafini & Divaldo Pereira de Lyra Jr - 585-600 The Impact of Training on Teamwork and Simulated Debriefings on Real-Life Cardiopulmonary Arrest Events
by Tara Mahramus Hunt & Mindi Anderson & Mai Vo & Daleen Aragon Penoyer - 601-613 Research-Based Game Design for Serious Games
by Keith Watt & Tamarah Smith - 614-634 Virtual Reality Technology and Remote Digital Application for Tele-Simulation and Global Medical Education: An Innovative Hybrid System for Clinical Training
by Omamah Almousa & Ruby Zhang & Meghan Dimma & Jieming Yao & Arden Allen & Leo Chen & Parastou Heidari & Karim Qayumi - 635-649 A Human Reliability Assessment of Marine Engineering Students through Engine Room Simulator Technology
by Cagatay Kandemir,  & Metin Celik - 650-663 The Iterative Development and Testing of an Interactive Mobile Application for Skill Retention of Cardiopulmonary Resuscitation Among High School Students: A Pilot Study
by Adeel Arif & Amber Arif & Kimberly Anne Fasciglione & Farrukh Nadeem Jafri - 664-678 Enabling Players to Develop Theories of Change for Sustainable Development: A Serious Game
by Theresa Tribaldos & Flurina Schneider
August 2021, Volume 52, Issue 4
- 407-434 An Examination and Extension of the Theory of Gamified Learning: The Moderating Role of Goal Orientation
by Caribay Garcia- Marquez & Kristina N. Bauer - 435-464 A Longitudinal Study of the Skills and Attitudes Conveyed by Two Business Simulation Games in Pécs, Hungary
by Tibor Kiss & Roland Schmuck - 465-477 A Pilot Study to Explore Novice Debriefers’ Post-Simulation Debriefing Experiences
by Grace Ng & Daniel M. Lugassy - 478-500 Do Gaming Simulations Substantiate That We Know More Than We Can Tell?
by M. A. van Haaften & I. Lefter & H. Lukosch & O. van Kooten & F. Brazier - 501-512 INFLUENZA: A Board Game Design Experiment on Vaccination
by Pedro Pinto Neves & Filipe Luz & Eva Vital & Jorge Oliveira - 513-526 Wargaming as a Methodology: The International Crisis Wargame and Experimental Wargaming
by Benjamin Schechter & Jacquelyn Schneider & Rachael Shaffer
June 2021, Volume 52, Issue 3
- 247-254 Why Facilitation?
by Elyssebeth Leigh & Elena Likhacheva & Elizabeth Tipton & Marieke de Wijse-van Heeswijk & Birgit Zürn - 255-272 Becoming the Unseen Helmsman - Game facilitator competencies for novice, experienced, and non-game facilitators
by Rens Kortmann & Vincent Peters - 273-289 The Multiple Facilitator: Scientists, Sages and Rascals
by Rob J. G. Jansen & Marino van Zelst - 290-311 Sight Beyond Sight: A Conceptual Exploration of the ‘Gaze’ in Facilitating Simulations
by Anjum Naweed & Elyssebeth Leigh - 312-332 Ethics and the Simulation Facilitator: Taking your Professional Role Seriously
by Marieke de Wijse-van Heeswijk - 333-345 Trust in Classroom-as-Organization Simulations: Parallel Experiences of Participants and Facilitators
by Laurie L. Levesque - 346-363 Complexifying Facilitation by Immersing in Lived Experiences of on-the-fly Facilitation
by Joeri van Laere & Jessica Lindblom & Marieke de Wijse-van Heeswijk - 364-365 Design of an Impulse-Debriefing-Spiral for Simulation Game Facilitation
by Sebastian Schwägele & Birgit Zürn & Heide K. Lukosch & Maria Freese - 386-402 Decreasing Racial Bias Through A Facilitated Game and Workshop: The Case of Fair Play
by Christine Maidl Pribbenow & Kyrie Eleison H. Caldwell & Donald Dejon Dantzler & Percy Brown Jr. & Molly Carnes
April 2021, Volume 52, Issue 2
- 107-131 Wired to Exit: Exploring the Effects of Wayfinding Affordances in Underground Facilities Using Virtual Reality
by Panos Kostakos & Paula Alavesa & Mikko Korkiakoski & Mario Monteiro Marques & Victor Lobo & Filipe Duarte - 132-152 Challenges in Serious Game Design and Development: Educators’ Experiences
by Anastasia Dimitriadou & Naza Djafarova & Ozgur Turetken & Margaret Verkuyl & Alexander Ferworn - 153-168 Designing Game-Based Writing Projects to Foster Critical Ethical Reasoning in the English Classroom: A Case Study Using Plague Inc: Evolved
by Matthew Kelly - 169-184 A multi-site study examining the usability of a virtual reality game designed to improve retention of sterile catheterization skills in nursing students
by Karen R. Breitkreuz & Suzan Kardong-Edgren & Gregory E. Gilbert & Connie DeBlieck & Mariam Maske & Christy Hallock & Susan Lanzara & Kathryn Parrish & Kelly Rossler & Carman Turkelson & Anthony Ellertson & Kimberly N. Brown & Taylor Swetavage & Michael Werb & Elizabeth G. Kuchler & Lori S. Saiki & Shelly R. Noe - 185-203 Distributed Leadership in Collegiate Esports
by Evan Falkenthal & Andrew M. Byrne - 204-225 Using Game-Based Virtual Classroom Simulation in Teacher Training: User Experience Research
by Özge Kelleci & Nuri Can Aksoy - 226-242 Simulating Peace Operations: New Digital Possibilities for Training and Public Education
by A. Walter Dorn & Peter F. Dawson
February 2021, Volume 52, Issue 1
- 3-6 Escape Rooms: A Novel Strategy Whose Time has Come
by Desiree A. DÃaz & Timothy C. Clapper - 7-17 Toward Defining Healthcare Simulation Escape Rooms
by Mindi Anderson & Lori Lioce & Jamie M. Robertson & Joseph O. Lopreiato & Desiree A. DÃaz - 18-23 Ensuring Educational Escape-Room Success: The Process of Designing, Piloting, Evaluating, Redesigning, and Re-Evaluating Educational Escape Rooms
by Heidi Eukel & Briyana Morrell - 24-30 Escape Room Blueprint: Central Orientation Contagion Crisis
by Jill L. McLaughlin & Jessica A. Reed & Jody Shiveley & Stephanie Lee - 31-39 A Community Pediatric Camp Escape Room: An Interactive Approach to Applying Real-Life Critical Thinking Skills
by Syretta Spears & Gabriel M. DÃaz & Desiree A. Diaz - 40-53 There is no I in Escape: Using an Escape Room Simulation to Enhance Teamwork and Medication Safety Behaviors in Nursing Students
by Dawn Sarage & Barbara J. O’Neill & Carrie Morgan Eaton - 54-61 The Impact of an Escape Room Simulation to Improve Nursing Teamwork, Leadership and Communication Skills: A Pilot Project
by Beatriz Valdes & Mary Mckay & Jill S. Sanko - 62-71 Escape the Simulation Room
by Jennifer E. Sanders & Jared Kutzin & Christopher G. Strother - 72-78 Shocking Escape: A Cardiac Escape Room for Undergraduate Nursing Students
by Briyana Morrell & Heidi N Eukel - 79-87 Can You Escape? The Pharmacology Review Virtual Escape Room
by Miranda Michelle Smith & Rebecca G. Davis - 88-95 Operation Outbreak: A Periop 101 Exam Review Escape Room
by Ashley N. Frederick & Jessica A. Reed - 96-103 Escape the Womb: A Maternal Emergency
by Lori Hardie & Amanda Gill & Stephanie Lee & Jody Shiveley
December 2020, Volume 51, Issue 6
- 739-743 Vigorous writing is concise, research is rigorous
by Timothy C. Clapper - 744-769 Assessing the Distinctive Contributions of Simulation & Gaming to the Literature, 1970-2019: A Bibliometric Review
by Uyen-Phuong Nguyen & Philip Hallinger - 770-784 Implications of Subject Matter Expertise as a Requirement for Debriefing: A Randomized Control Trial
by Desiree A. DÃaz & Laura Gonzalez & Mindi Anderson & Valorie MacKenna & Erica Hoyt & Peggy P. Hill - 785-801 Cross-Cultural Analysis of Gamer Identity: A Comparison of the United States and Poland
by Małgorzata Ćwil & William T. Howe - 802-818 Neurological Assessment Using a Physical-Virtual Patient (PVP)
by Laura Gonzalez & Salam Daher & Greg Welch - 819-829 Gearing Up for the Future of Exercise
by Rory McGloin & Kimberly Embacher-Martin & Christine Gilbert & Jaci VanHeest - 830-858 Simulation Game Outcomes: A Multilevel Examination of Knowledge Sharing Norms, Transactive Memory Systems, and Individual Learning Goal Orientations
by Janice Francis Super & Teresa K. Betts & Heath Keller & Joy Roach Humphreys
October 2020, Volume 51, Issue 5
- 583-585 Roles, Plays, and the Roles We Play While Playing Games
by J. Tuomas Harviainen - 586-611 Experiencing Cybersecurity One Game at a Time: A Systematic Review of Cybersecurity Digital Games
by Merijke Coenraad & Anthony Pellicone & Diane Jass Ketelhut & Michel Cukier & Jan Plane & David Weintrop - 612-631 Professional Wargaming: A Flawed but Useful Tool
by John Curry - 632-652 Green Across the Board: Board Games as Tools for Dialogue and Simplified Environmental Communication
by Kristoffer S. Fjællingsdal & Christian A. Klöckner - 653-665 Exploring the Effects of Violent Video Games on Healthcare Trainees
by Karlie A. Krause & Chelsie Smyth & Kate L. Jansen - 666-684 A Study of Cognitive Results in Marketing and Finance Students
by Paola Andrea Ortiz-Rendón & Luz Alexandra Montoya-Restrepo & Jose-Luis Munuera-Alemán - 685-711 The Influence of Game Character Appearance on Empathy and Immersion: Virtual Non-Robotic Versus Robotic Animals
by Alexandra Sierra Rativa & Marie Postma & Menno Van Zaanen - 712-734 Conscientiousness in Game-Based Learning
by Liu Yi & Qiqi Zhou & Tan Xiao & Ge Qing & Igor Mayer
August 2020, Volume 51, Issue 4
- 403-410 Gaming in the Time of COVID-19
by Willy C. Kriz - 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