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Tag Archives: Simulation & Gaming

Simulation & Gaming (June 2023)

The latest issue of Simulation & Gaming 54, 3 (June 2023) is now available.


  • On the Shoulder of the Giants for Creating a Better Future
    • Marlies P. Schijven and Toshiko Kikkawa

Short Research Article

  • Cap-and-Trade Game: An Online Computer Game for Experiential Learning About Pollution Pricing 
    • Niko Yiannakoulias

Research Articles

  • Evaluation of a Postpartum Hemorrhage Escape Room: A Multisite Study 
    • Tamara Holland, Joan Esper Kuhnly, Michele McKelvey, Jean Prast, and Laurie Walter
  • An Examination of Memory Performance in a Fearful Virtual Reality Gaming Context 
    • 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
    • Andrew J.A. Seyderhelm and Karen L. Blackmore


  • The Cognitive Skills in Interpretation of Spatial Situations in the League of Legends game 
    • Tymoteusz Horbiński and Krzysztof Zagata
  • Digital Games as Media for Teaching and Learning: A Template for Critical Evaluation 
    • Holger Pötzsch, Therese Holt Hansen, and Emil Lundedal Hammar
  • Players Perception of the Chemistry in the Video Game No Man’s Sky 
    • Diogo Santos, Nelson Zagalo, and Carla Morais

Holographic Tabletop Gaming

A holographic projection of a few blocks of a sci-fi city, complete with flying cars.

Tilt Five is a table-top holographic projection system. It’s very cool!

How it works:

  • An IR camera in the glasses gets tracking data from the dots at the edges of the board
  • The glasses get the display output of a PC or android device by USB 
  • Two seriously cool micro-projectors in the glasses throw the image at the board
  • The retroreflective board throws the image back into the player’s eyes
  • There’s also a controller which is tracked by the headset camera. It has a gamepad stick, buttons, and trigger, as well as having its position and rotation tracked in 3D.

That means:

  • The player sees the holograms at their in-world distance, rather than being projected onto the inside of the glasses. That makes the holograms actually appear to be in the world, rather than rendered in front of the world with clipping to give the illusion of being rendered “behind” objects. This is a big deal for preventing eye-strain for the player because you get to focus on the object at it’s actual depth. VR headsets and the Hololens force your eyeballs to decouple focus and convergence to maintain the illusion of depth, because everything is rendered an inch from your face.
  • You’re not going to see motion sickness like you would in VR. Partly because the real world is still there to keep your vestibular system feeling grounded, but also because the refresh rate on the headset is spectacular (150fps !). A lot of VR-based motion sickness is to do with marginal frame-rate causing an almost-imperceptible lag between tracking and the visuals updating.
  • Multiple headsets connected to the same device can view the board at the same time, each getting the view that makes sense for the tracked position of their headset. It’s a shared experience without needing to network the game over multiple devices.
  • The retroreflective board means the holograms are bright and the colours vibrant even in a well-lit room, something the Hololens can really struggle with.

What kinda things can you do with it?

That conceptual difference of “it’s a shared experience around a table” is where the Tilt-Five excels. It’s marketed as augmented reality for boardgames and RPGs, sort of like Battle Chess on steroids meets Roll20. You can already buy Catan, Tabletopia, and other Steam Games, and a DnD/RPG sandbox called Battle Map Studio.

Here’s a procedurally-generated island:

It’s particularly suited to a top-down style strategy map view of the world, which makes sense given the boardgame focus in development. 

Here’s a work-in-progress porting Tom Mouat’s 8” hex WW1 trench raid RPG to the Tilt Five: the little dudes are selectable by poking with the wand, and route-plan to a point on the map with a strong preference for staying in cover. You can set them to standing, crouching, or crawling with wand buttons. Guns and baddies TBD ;-)

You can also use the board as a TARDIS-like ‘well’, or window into a 3D world below the table surface that is larger than the board (but only visible through the board).

You’re still able to see and interact with the real world with the glasses on, unlike VR where you’re isolated in your own personal view. You can create a holographic dungeon for use with your physical 28mm miniatures. Or you could hook it up to:

  • Drive other projection systems: eg a Google Maps style bird table interface to pull StreetView images to a 360 projection system, using actual Google Maps, or your simulated environment
  • Visualise other projection systems: eg a strategy map style view of people in VR, as an alternative perspective to first-person view for over-the-shoulder observation and AAR. It can be maddening directing someone in VR when all you can see is what they’re currently looking at
  • Visualise 3D data, photogrammetry, CAD, or provide situational awareness like a 3D HUD

How about a nice game of thermonuclear war?

The multi-headset support means you can make multiplayer games without compromises like split-screen and hot-seat, and without needing to network computers—which is both a skillset all of its own, and an added complication when working at classification.

Is it analytically useful, beyond being very cool?

As someone who makes games for serious purposes, 99% of the time that someone asks “Can you do this in VR?” the correct answer is “Yes…but I don’t think that’s actually useful for you…” stuff isn’t just better because of immersion. Augmented reality is the same: just because you can do a thing does not mean it’s providing more value than a standard monitor or a board-and-counters physical copy of the game.

Compared to a physical game, adding a computer has obvious advantages:

  • The computer keeps score, and can show you lots of complex data in ways that gets very messy and complicated if you’re doing things by hand
  • Hidden information can exist on the same plot, and we can very easily control who sees what, rather than having to use compromises like a kriegspiel where you can see the blocks but just don’t know what units they are, or maintain two plots and hope they don’t get out of sync
  • More intuitive displays of information: you can show dynamic information, like see that a unit is dug-in, firing, or reloading directly with the artwork, rather than having to use abstractions like turning the piece sideways, or this coloured block on a tracker that’s somewhere else on the table. You can also call up context-relevant rules and stats very easily, and without giving away information to the other side about your intention when you start measuring ranges and line of sight.

But these are things that you can achieve on a standard monitor. Can a Tilt Five do more, or differently?

Probably the biggest thing it does is that social aspect: you get all the benefits of four players with their own laptop screens, except that it’s all happening around the same board. All the players are seeing the same game-space but it’s still possible to control individually what they see—I can set the culling masks so that enemy units don’t render for you unless your units have LOS to them, and you get your own user interface which shows only the stats you should know about. Whether this is a competitive or cooperative game, you’re all looking at the same board and able to point out things to each other directly, rather than having to talk someone to pointing their screen in the right direction to see what you’re seeing. 

The other clear advantage is the 3D. It’s very compelling in ways that are hard to convey through 2D captures. The parallax effect is magical. You can share a 3D tabletop setup across physical space with a networked game—instead of having one physical board and distributed players getting only a webcam view of the game, as many of the players as you like can have holographic boards.

In terms of interface, there’s just something more intuitive about being able to crane your head to look at where you want to place a piece and tap the spot with the wand, instead of wrestling with camera position and rotations to get the view to click with a mouse. This might seem like a trivial thing to folks who play a lot of real-time strategy games, but it’s a big barrier to entry for folks who don’t (who are often our customers). I saw this first hand using VR with the Army: give a soldier a VR controller for a shooting game and there’s a “what buttons do I press?” panic; give them a Nerf rifle converted into a VR controller and they visibly relax because they know how to use a gun.

Finally, there’s the wow-factor for communicating with your audience either during the game or in AAR. Sometimes you want to put your data’s best coat and gloves on. Some people equate how good a game looks with how robust its findings are, and will take your recommendations more seriously for being a wizzy hologram. (I know, it makes me sad too.) Sometimes the game needs to feel compelling for people to engage with you, and there is nothing wrong with using cool tech for the engagement value.

Simulation & Gaming (February 2023)

Simulation & Gaming 54, 1 (February 2023) has just been published.


  • When do games end? 
    • Marlies P. Schijven and Toshiko Kikkawa

Research Articles

  • DESSRT: A Novel Framework for Empirical Red Teaming at Scale 
    • Brandon Behlendorf and Gary Ackerman
  • How Online Gaming Could Enhance Your Career Prospects 
    • 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 
    • Sama’a Hamed AlMubarak
  • Guidelines of Serious Game Design for Promoting Reframing 
    • Lanlan Gao, Rupert Ward, and Carlo Fabricatore

Short Research Article

  • Digital Gaming Trends of Middle-Aged and Older Adults: A Sample from Turkey 
    • İlmiye Seçer and Elif Öykü Us

Simulations Read to Use

  • A Playful Approach to Household Sustainability: Results From a Pilot Study on Resource Consumption
    • 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 
    • Adam Blumenberg and David Kessle

Simulation & Gaming (August 2022)

The latest issue of Simulation & Gaming 53, 4 (August 2022) is now available.


  • Is there any (artificial) intelligence in gaming? 
    • Marlies P. Schijven and Toshiko Kikkawa

Research Articles

  • Augmented Virtuality Systems as a Tool for Improving Numeracy Decision-Making Among Children 
    • 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 
    • 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

Short Research Article

  • Using Simulation to Test Validity and Reliability of I-BIDS: A New Handoff Tool 
    • 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 Samiha Mezrar and
    • Fatima Bendella

Theoretical Article

  • Fight. Heal. Repeat: A Look at Rhetorical Devices in Grinding Game Mechanics 
    • Sabrina A. Sgandurra

Simulation & Gaming (June 2022)

The latest issue of Simulation & Gaming 53, 3 (June 2022) is now available.


  • Games for Peace and Welfare 
    • Marlies P. Schijven and Toshiko Kikkawa

Research Articles

  • Proximal Processes and Problem Solving: Gamers vs. Students 
    • Lorraine A. Jacques
  • Understanding the Effects of Mixed Reality on Video Game Satisfaction, Enjoyment, and Performance
    • Weerachet Sinlapanuntakul, Jessyca L. Derby, and Barbara S. Chaparro

Short Research Article

  • A Serious Game Employed to Introduce Principles of Interprofessional Collaboration to Students of Multiple Health Professions 
    • 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 
    • James D. Fielder


  • Therapeutic Use of Role-Playing Game (RPG) in Mental Health: A Scoping Review 
    • Daniel Luccas Arenas, Anna Viduani, and Renata Brasil Araujo

Simulation & Gaming, December 2021

The latest edition of Simulation & Gaming 52, 6 (December 2021) is now available (paywalled).

  • Editorial
    • What we can learn from the Olympic Games 
      • Marlies P. Schijven and Toshiko Kikkawa
  • Reviews
    • Serious Games as a Complementary Tool for Social Skill Development in Young People: A Systematic Review of the Literature 
      • Lucy R. Zheng, Catherine M. Oberle, W. A. Hawkes-Robinson, and Stéphane Daniau
    • The Impact of Gamification and Individual Differences on Second Language Learning Among First-Year Female University Students in Saudi Arabia 
      • Maram Almufareh
  • Research Articles
    • Development and Validity of a Serious Game (VirtualTer) for Postural Balance Rehabilitation in Older Adults 
      • Candice Simões Pimenta de Medeiros, Thaiana Barbosa Ferreira Pacheco, Rummenigge Rudson Dantas, and Fabrícia Azevêdo da Costa Cavalcanti
    • Learning Through Redesigning a Game in the STEM Classroom 
      • Farzan Baradaran Rahimi and Beaumie Kim
    • The Learning Process in Live-Action Simulation Games: The Impact of Personality, Motivation, Immersion, and Flow on Learning Outcome in a Simulation Game. 
      • Anna K. Preuß
  • Theoretical Article
    • Transitioning Escape Rooms to a Virtual Environment 
      • Jared M. Kutzin, Jenny E. Sanders, and Christopher G. Strother

Simulation & Gaming (October 2021)

The latest issue of Simulation & Gaming 52, 5 (October 2021) is now available (paywalled).


  • Plowing Ahead 
    • Marlies P. Schijven and Toshiko Kikkawa


  • We Are the Champions? Performing whiteness in ASCENSION: DAWN OF CHAMPIONS 
    • Sabine Harrer
  • Effect of Digital Serious Games Related to Patient Care in Pharmacy Education: A Systematic Review
    • Rafaella de Oliveira Santos Silva, André Mascarenhas Pereira, Dyego Carlos Souza Anacleto de Araújo, Kérilin Stancine Santos Rocha, Mairim Russo Serafini, and Divaldo Pereira de Lyra Jr.
  • The Impact of Training on Teamwork and Simulated Debriefings on Real-Life Cardiopulmonary Arrest Events 
    • Tara Mahramus Hunt, Mindi Anderson, Mai Vo, and Daleen Aragon Penoyer
  • Research-Based Game Design for Serious Games 
    • Keith Watt and Tamarah Smith
  • Virtual Reality Technology and Remote Digital Application for Tele-Simulation and Global Medical Education: An Innovative Hybrid System for Clinical Training 
    • Omamah Almousa, Ruby Zhang, Meghan Dimma, Jieming Yao, Arden Allen, Leo Chen, Parastou Heidari, and Karim Qayumi
  • A Human Reliability Assessment of Marine Engineering Students through Engine Room Simulator Technology 
    • Cagatay Kandemir,  and Metin Celik

Short Research Article

  • The Iterative Development and Testing of an Interactive Mobile Application for Skill Retention of Cardiopulmonary Resuscitation Among High School Students: A Pilot Study 
    • Adeel Arif, Amber Arif, Kimberly Anne Fasciglione, and Farrukh Nadeem Jafri

Simulations Read to Use

  • Enabling Players to Develop Theories of Change for Sustainable Development: A Serious Game 
    • Theresa Tribaldos and Flurina Schneider

Simulation & Gaming (August 2021)

The latest issue of Simulation & Gaming 52, 4 (August 2021) is now available.

Research Articles

  • An Examination and Extension of the Theory of Gamified Learning: The Moderating Role of Goal Orientation 
    • Caribay Garcia- Marquez and Kristina N. Bauer
  • A Longitudinal Study of the Skills and Attitudes Conveyed by Two Business Simulation Games in Pécs, Hungary
    • Tibor Kiss and Roland Schmuck

Short Research Article

  • A Pilot Study to Explore Novice Debriefers’ Post-Simulation Debriefing Experiences 
    • Grace Ng and Daniel M. Lugassy

Original Article

  • Do Gaming Simulations Substantiate That We Know More Than We Can Tell? 
    • M. A. van Haaften, I. Lefter, H. Lukosch, O. van Kooten, and F. Brazier

Simulations Read to Use

  • INFLUENZA: A Board Game Design Experiment on Vaccination 
    • Pedro Pinto Neves, Filipe Luz, Eva Vital, and Jorge Oliveira
  • Wargaming as a Methodology: The International Crisis Wargame and Experimental Wargaming 
    • Benjamin Schechter, Jacquelyn Schneider, and Rachael Shaffer

Simulation & Gaming, June 2021

The latest issue of Simulation & Gaming 52, 3 (June 2021) is now available. The issue is devoted to the topic of facilitation in gaming.


Why Facilitation? 

Elyssebeth Leigh, Elena Likhacheva, Elizabeth Tipton, Marieke de Wijse-van Heeswijk, and Birgit Zürn


  • Becoming the Unseen Helmsman – Game facilitator competencies for novice, experienced, and non-game facilitators 
    • Rens Kortmann and Vincent Peters
  • The Multiple Facilitator: Scientists, Sages and Rascals 
    • Rob J. G. Jansen and Marino van Zelst
  • Sight Beyond Sight: A Conceptual Exploration of the ‘Gaze’ in Facilitating Simulations 
    • Anjum Naweed and Elyssebeth Leigh
  • Ethics and the Simulation Facilitator: Taking your Professional Role Seriously 
    • Marieke de Wijse-van Heeswijk
  • Trust in Classroom-as-Organization Simulations: Parallel Experiences of Participants and Facilitators
    • Laurie L. Levesque
  • Complexifying Facilitation by Immersing in Lived Experiences of on-the-fly Facilitation 
    • Joeri van Laere, Jessica Lindblom, and Marieke de Wijse-van Heeswijk
  • Design of an Impulse-Debriefing-Spiral for Simulation Game Facilitation 
    • Sebastian Schwägele, Birgit Zürn, Heide K. Lukosch, and Maria Freese
  • Decreasing Racial Bias Through A Facilitated Game and Workshop: The Case of Fair Play 
    • Christine Maidl Pribbenow, Kyrie Eleison H. Caldwell, Donald Dejon Dantzler, Percy Brown, Jr., and Molly Carnes

Simulation & Gaming, April 2021

The latest issue of Simulation & Gaming 52, 2 (April 2021) is now available.

  • Wired to Exit: Exploring the Effects of Wayfinding Affordances in Underground Facilities Using Virtual Reality
    • Panos Kostakos, Paula Alavesa, Mikko Korkiakoski, Mario Monteiro Marques, Victor Lobo, and Filipe Duarte
  • Challenges in Serious Game Design and Development: Educators’ Experiences 
    • Anastasia Dimitriadou, Naza Djafarova, Ozgur Turetken, Margaret Verkuyl, and Alexander Ferworn
  • Designing Game-Based Writing Projects to Foster Critical Ethical Reasoning in the English Classroom: A Case Study Using Plague Inc: Evolved 
    • Matthew Kelly
  • A multi-site study examining the usability of a virtual reality game designed to improve retention of sterile catheterization skills in nursing students 
    • 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, and Shelly R. Noe
  • Distributed Leadership in Collegiate Esports 
    • Evan Falkenthal and Andrew M. Byrne
  • Using Game-Based Virtual Classroom Simulation in Teacher Training: User Experience Research 
    • Özge Kelleci and Nuri Can Aksoy
  • Simulating Peace Operations: New Digital Possibilities for Training and Public Education 
    • A. Walter Dorn and Peter F. Dawson

Simulation & Gaming (February 2021)

The latest issue of Simulation & Gaming 52, 1 (February 2021) is now available. It is a special symposium edition devoted to escape rooms.

  • Editorial
    • Escape Rooms: A Novel Strategy Whose Time has Come Desiree
      • A. Díaz and Timothy C. Clapper
  • Articles
    • Toward Defining Healthcare Simulation Escape Rooms 
      • Mindi Anderson, Lori Lioce, Jamie M. Robertson, Joseph O. Lopreiato, and Desiree A. Díaz
    • Ensuring Educational Escape-Room Success: The Process of Designing, Piloting, Evaluating, Redesigning, and Re-Evaluating Educational Escape Rooms 
      • Heidi Eukel and Briyana Morrell
    • Escape Room Blueprint: Central Orientation Contagion Crisis 
      • Jill L. McLaughlin, Jessica A. Reed, Jody Shiveley, and Stephanie Lee
    • A Community Pediatric Camp Escape Room: An Interactive Approach to Applying Real-Life Critical Thinking Skills 
      • Syretta Spears, Gabriel M. Díaz, and Desiree A. Diaz
    • There is no I in Escape: Using an Escape Room Simulation to Enhance Teamwork and Medication Safety Behaviors in Nursing Students 
      • Dawn Sarage, Barbara J. O’Neill, and Carrie Morgan Eaton
    • The Impact of an Escape Room Simulation to Improve Nursing Teamwork, Leadership and Communication Skills: A Pilot Project 
      • Beatriz Valdes, Mary Mckay, and Jill S. Sanko
    • Escape the Simulation Room Jennifer E. Sanders, Jared Kutzin, and Christopher G. Strother
      Shocking Escape: A Cardiac Escape Room for Undergraduate Nursing Students 
      • Briyana Morrell and Heidi N Eukel
    • Can You Escape? The Pharmacology Review Virtual Escape Room 
      • Miranda Michelle Smith and Rebecca G. Davis
    • Operation Outbreak: A Periop 101 Exam Review Escape Room 
      • Ashley N. Frederick and Jessica A. Reed
    • Escape the Womb: A Maternal Emergency 
      • Lori Hardie, Amanda Gill, Stephanie Lee, and Jody Shiveley

Simulation & Gaming (October 2020)

The latest issue of Simulation & Gaming 51, 5 (October 2020) is now available online (paywalled).


  • Roles, Plays, and the Roles We Play While Playing Games 
    • J. Tuomas Harviainen


  • Experiencing Cybersecurity One Game at a Time: A Systematic Review of Cybersecurity Digital Games
    • Merijke Coenraad, Anthony Pellicone, Diane Jass Ketelhut, Michel Cukier, Jan Plane, and David Weintrop
  • Professional Wargaming: A Flawed but Useful Tool 
    • John Curry
  • Green Across the Board: Board Games as Tools for Dialogue and Simplified Environmental Communication 
    • Kristoffer S. Fjællingsdal and Christian A. Klöckner
  • Exploring the Effects of Violent Video Games on Healthcare Trainees 
    • Karlie A. Krause, Chelsie Smyth, and Kate L. Jansen
  • A Study of Cognitive Results in Marketing and Finance Students 
    • 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 
    • Alexandra Sierra Rativa, Marie Postma, and Menno Van Zaanen
  • Conscientiousness in Game-Based Learning 
    • Liu Yi, Qiqi Zhou, Tan Xiao, Ge Qing, and Igor Mayer

Simulation & Gaming (August 2020)

The latest issue of Simulation & Gaming 51, 4 (August 2020) is now available.


  • Gaming in the Time of COVID-19 
    • Willy C. Kriz


  • Examining Board Gameplay and Learning: A Multidisciplinary Review of Recent Research 
    • Rebecca Yvonne Bayeck
  • Developing Snake Ladder Game Learning Media to Increase Students’ Interest and Learning Outcomes on Social Studies in Elementary School 
    • Ahmad Syawaluddin, Sidrah Afriani Rachman, and Khaerunnisa
  • Using Escape Rooms for Conducting Team Research: Understanding Development, Considerations, and Challenges 
    • 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 
    • Hannes Rosenbusch, Jonas Röttger, and David Rosenbusch
  • The Effects of Situation Variability in a Simulation-Based Training for Implicit Innovation Knowledge 
    • Saar Van Lysebetten, Frederik Anseel, and Diana R. Sanchez
  • Optimising the Learning Potential of Simulations Through Structural Transparency and Exploratory Guidance 
    • Carlos Capelo and Ana Lorga Silva
  • Practicing CPR: A Qualitative Analysis of Resident Motivation 
    • 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 
    • 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 
    • 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 
    • Neel Naik, Robert Alan Finkelstein, Joy Howell, Kapil Rajwani, and Kevin Ching

Simulation & Gaming (April 2020)

sgbarThe latest edition of Simulation & Gaming 51, 2 (April 2020) is now available.


  • Real, Half-Real, Irreal, Unreal
    • J. Tuomas Harviainen


  • The Climate Action Simulation
    • 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
    • Jonathan T. Huck, Eric Anthony Day, Li Lin, Ashley G. Jorgensen, Joseph Westlin, and Jay H. Hardy, III
  • Unlocking Student Engagement: Creation, Adaptation, and Application of an Educational Escape Room Across Three Pharmacy Campuses
    • 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
    • Yusuke Toyoda
  • Gaming Exercise for Rights-Conversion-Type Urban Redevelopment Project in International Cooperation Context
    • 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
    • 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
    • Dominik Petko, Regina Schmid, and Andrea Cantieni

Simulation & Gaming (August 2018)


The latest issue of Simulation & Gaming 49, 4 (August 2018) is now available:

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