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- research-articleDecember 2024
On the Use of Instructional Games in Moroccan High Schools: Motives and Barriers
Simulation and Gaming (SIMG), Volume 55, Issue 6Pages 1078–1102https://doi.org/10.1177/10468781241287883BackgroundThe use of instructional games in foreign language classrooms has a lot of potential. This potential helped pushing the spread of game use, but it was faced with a lot of barriers.
PurposeThe current study intended to investigate the ...
- research-articleDecember 2024
Toxicity or Prosociality?: Civic Value and Gaming Citizenship in Competitive Video Game Communities
Simulation and Gaming (SIMG), Volume 55, Issue 6Pages 1057–1077https://doi.org/10.1177/10468781241277899BackgroundOnline multiplayer video games are characterized by competitiveness and collaboration: the former resonates with toxicity and the latter with civic values. While it is urgent to consider efficient ways to cope with toxicity, it is worth ...
- review-articleDecember 2024
On the Pre-Perception of Gamification and Game-Based Learning in Higher Education Students: A Systematic Mapping Study
Simulation and Gaming (SIMG), Volume 55, Issue 6Pages 985–1010https://doi.org/10.1177/10468781241271082BackgroundThe fields of gamification and game-based learning are growing and changing quickly, with researchers investigating the use of gamification in education using various methods and in numerous case studies, however, no research investigates the ...
- research-articleDecember 2024
Exploring Fantasy Football Involvement and Mental Health through Player Experience, Engagement Levels, Social Comparisons, and Financial Incentives
Simulation and Gaming (SIMG), Volume 55, Issue 6Pages 1032–1056https://doi.org/10.1177/10468781241261663BackgroundFantasy sports are a rapidly growing complement to the sports industry and recent research has explored the mental health experiences of those who play the game.
AimThis study aimed to test the findings from two such studies (Wilkins et ...
- research-articleDecember 2024
Forced to Choose Silence: Social Gaming with Disabilities
Simulation and Gaming (SIMG), Volume 55, Issue 6Pages 1011–1031https://doi.org/10.1177/10468781241259831BackgroundSocialization during gaming is an important aspect of gaming for people with and without disabilities. However, we know little about how gamers with disabilities play with others.
AimThis study investigated the social gaming experiences of ...
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- research-articleOctober 2024
Using Social Media Data to Understand Citizen Perceptions of Urban Planning in a City Simulation Game
Simulation and Gaming (SIMG), Volume 55, Issue 5Pages 943–963https://doi.org/10.1177/10468781241271080BackgroundCity simulation games provide players a gaming experience by simulating different aspects of the real city. While there is an increasing scholarly interest in games for social learning and education, little research has been conducted to ...
- research-articleOctober 2024
Development and Validation of the Psychological Motivations for Playing Video Games scale (PMPVGs)
Simulation and Gaming (SIMG), Volume 55, Issue 5Pages 856–885https://doi.org/10.1177/10468781241260861BackgroundThe gaming industry is experiencing rapid growth, and videogames in various forms have become an integral part of our daily routines. While research has delved into motivations for playing specific types of videogames, such as online ...
- research-articleOctober 2024
An Educational Game to Learn Picking Techniques in Warehousing – WareMover
Simulation and Gaming (SIMG), Volume 55, Issue 5Pages 964–975https://doi.org/10.1177/10468781241258606BackgroundSerious games and game-based learning are widely used in education. Gaming in logistics education relies on serious gaming with no or less consideration on enjoyment.
InterventionThis study examines in a first step whether and if so, how (...
- research-articleOctober 2024
Exploring Game Features and Reframing: the Construction of a Relationship Model
Simulation and Gaming (SIMG), Volume 55, Issue 5Pages 886–924https://doi.org/10.1177/10468781241255173BackgroundSocial learning generates reframing when individual and collective values are reflected. This reframing enables community members to move from personal to collective views and actions, resulting in valuable outcomes that improve the community'...
- research-articleOctober 2024
Press START to Teach – Can Simulation Games Close the Theory-Practice Gap?
Simulation and Gaming (SIMG), Volume 55, Issue 5Pages 837–855https://doi.org/10.1177/10468781241252521BackgroundStudent teachers commonly struggle to apply theoretical knowledge to their teaching. This theory-practice gap is a serious problem in teacher education. Over the past decade, simulations and serious games have been shown as an effective way ...
- research-articleOctober 2024
Emotional Experiences in Online, Text-Based Tabletop Role-Playing Games
Simulation and Gaming (SIMG), Volume 55, Issue 5Pages 812–836https://doi.org/10.1177/10468781241250064BackgroundThis study explores the emotional experiences of players in online, text-based tabletop role-playing games (TTRPGs) and their potential impact on players. The goal is to understand the therapeutic and educational possibilities arising from ...
- research-articleFebruary 2024
Systematic Framework for Esports Training: Informing eSports Training with the Learning Sciences
Simulation and Gaming (SIMG), Volume 55, Issue 1Pages 82–108https://doi.org/10.1177/10468781231219938IntroWith the rapid expansion of the esports industry, many esports training programs and academies have emerged. According to research, esports may lead to cognitive, metacognitive, academic and professional competencies if appropriately supported (...
- research-articleFebruary 2024
Informal Social-Emotional Learning in Gaming Affinity Spaces: Evidence From a Reddit Discussion Thread on Elden Ring
Simulation and Gaming (SIMG), Volume 55, Issue 1Pages 30–50https://doi.org/10.1177/10468781231209697BackgroundOver the past few years, there has been extensive discussion and research on social-emotional learning (SEL) in formal educational settings. However, there is limited research on SEL in informal learning contexts, including online sites such ...
- research-articleFebruary 2024
The Social Accomplishment of Seeing Together in Networked Team Play
Simulation and Gaming (SIMG), Volume 55, Issue 1Pages 6–29https://doi.org/10.1177/10468781231209484BackgroundThis article focuses on communication in team-based esports, particularly in the ways that callouts enable players in team-based First-Person Shooters (FPS) to collaboratively link their own perception and awareness of in-game actions to that ...
- research-articleDecember 2023
Benevolent Transgressive Play in Dungeons & Dragons [D&D]
Simulation and Gaming (SIMG), Volume 54, Issue 6Pages 708–729https://doi.org/10.1177/10468781231199824BackgroundResearch into transgressive play experiences in games has grown in recent years. In this article, we explore the potential for transgressive play to be constructive in multiplayer settings—something we conceptualize as “benevolent ...
- research-articleDecember 2023
In-Game Uncertainties and Climate Change Challenges as Identified by Pre-Service Teachers
Simulation and Gaming (SIMG), Volume 54, Issue 6Pages 680–707https://doi.org/10.1177/10468781231199262BackgroundThis study explores what pre-service teachers identify as uncertainties within two climate board games and to what aspects of reality they relate these uncertainties, if at all. Should games be suitable resources for teaching topics ...
- research-articleDecember 2023
Understanding the Role of Sport Values on Social Capital and Word-of-Mouth on the Internet: A Case Study of Esports Games
Simulation and Gaming (SIMG), Volume 54, Issue 6Pages 645–679https://doi.org/10.1177/10468781231197175BackgroundDue to the social nature of esports (i.e., organized video game competitions), recognizing common values and norms can be leveraged as a positive driver in online gaming communities. Different game categories such as sports simulation (...