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Journal articles on the topic 'Simulation and gaming'

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1

Harviainen, J. Tuomas. "Gaming, Simulation/Gaming, and Simulation & Gaming." Simulation & Gaming 48, no. 6 (November 9, 2017): 719–21. http://dx.doi.org/10.1177/1046878117742201.

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2

Renaud, Lise, and Harold Stolovitch. "Simulation Gaming." Simulation & Games 19, no. 3 (September 1988): 328–45. http://dx.doi.org/10.1177/0037550088193005.

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3

van Lankveld, G., E. Sehic, J. C. Lo, and S. A. Meijer. "Assessing Gaming Simulation Validity for Training Traffic Controllers." Simulation & Gaming 48, no. 2 (December 19, 2016): 219–35. http://dx.doi.org/10.1177/1046878116683578.

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Background. The Dutch railway company ProRail is performing large-scale capacity upgrades to their infrastructure network. As part of these upgrades, ProRail uses gaming simulations to help prepare train traffic controllers for new infrastructure situations. Researching the validity of these gaming simulations is essential, since the conclusions drawn from gaming simulation use may result in decisions with large financial and social impact for ProRail and Dutch train passengers. Aim. In this article, we aim to investigate the validity of the gaming simulations for training traffic controllers for new situations in rail infrastructure. We also aim to contribute to the discussion on the minimum level of fidelity required to develop and conduct gaming simulations in a valid way. Method. We investigate the validity by using training sessions in conjunction with questionnaires. We based the approach and questionnaires on the earlier work of Raser. Results. Our results show that the validity of the gaming simulation ranges from medium to good. They also show that while the fidelity of the gaming simulation is not like the real-world operating conditions, this does not reduce validity to low levels. Conclusions. We conclude that the gaming simulation used in this study was of medium to good validity. We also conclude that maximum fidelity is not required in order to run a valid gaming simulation session.
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4

Harviainen, J. Tuomas. "Increasing Impact of Simulation/Gaming and Simulation & Gaming." Simulation & Gaming 47, no. 6 (November 8, 2016): 707–9. http://dx.doi.org/10.1177/1046878116677642.

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5

Siemer, Julika, and Marios C. Angelides. "Integrating an Intelligent Tutoring Facility into a Gaming Simulation Environment." Journal of Information Technology 12, no. 3 (September 1997): 207–22. http://dx.doi.org/10.1177/026839629701200305.

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Gaming simulations and intelligent tutoring systems are both substantive research and development areas within the field of computer-based education and training which have the potential for mutual enhancement. This paper argues that the pedagogical effectiveness of gaming simulations can be increased through the integration of an intelligent tutoring facility and examines possible roles for such support within a gaming simulation environment. It then commences to present INTUITION, the implementation of the Metal Box Business Simulation game, that illustrates how an intelligent tutoring facility may be integrated within a gaming simulation environment in order to increase its educational value.
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6

Feldt, Allan G. "Experience With Simulation/Gaming." Simulation & Gaming 45, no. 3 (June 2014): 283–305. http://dx.doi.org/10.1177/1046878114543983.

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7

Moseley, Alex, and Nicola Whitton. "Engagement in Simulation/Gaming." Simulation & Gaming 45, no. 4-5 (August 2014): 428–32. http://dx.doi.org/10.1177/1046878114556438.

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8

Crookall, David. "Editorial: Internet Simulation/Gaming." Simulation & Gaming 30, no. 1 (March 1999): 5–6. http://dx.doi.org/10.1177/104687819903000101.

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9

Brougère, Gilles. "Play and Simulation/Gaming." Simulation & Gaming 30, no. 2 (June 1999): 132–33. http://dx.doi.org/10.1177/104687819903000203.

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10

Verkuyl, Margaret, Lynda Atack, Krista Kamstra-Cooper, and Paula Mastrilli. "Virtual Gaming Simulation: An Interview Study of Nurse Educators." Simulation & Gaming 51, no. 4 (April 3, 2020): 537–49. http://dx.doi.org/10.1177/1046878120904399.

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Background. Two methods that provide high fidelity experiences outside of clinical settings are laboratory simulation and virtual simulation. Virtual gaming simulations are emerging and currently, there are no guidelines regarding the process. Objectives. The purpose of this study was to conduct interviews with nursing educators who use virtual gaming simulation in education to better understand the extent of use, the process, the challenges and benefits they experience, and their recommendations. Design. A qualitative, descriptive study, using purposive maximum variation sampling and interviews was conducted. Setting/Participant. Participants were selected from nursing programs in different Canadian and American educational institutions who had teaching experience using virtual gaming simulations with nursing students in higher education. Methods. In-depth interviews were conducted using a semi-structured interview guide with opened-ended questions. The interviews were recorded and transcribed. Data analysis was completed using a thematic approach. Results. The final sample consisted of 17 participants, 11(65%) were from Canada and the remaining 6(35%) were from the United States. The data yielded three themes: Benefits of gaming for the student; Preparing students and educators for success and, The virtual gaming simulation process. Participants described the challenges of using virtual gaming simulation in education and made recommendations for best practice and future research. Conclusion. The results of this study can be used as guideposts for educators who embark on this new learning experience and researchers who wish to expand the body of knowledge in this emerging field.
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11

Nguyen, Uyen-Phuong, and Philip Hallinger. "Assessing the Distinctive Contributions of Simulation & Gaming to the Literature, 1970-2019: A Bibliometric Review." Simulation & Gaming 51, no. 6 (August 24, 2020): 744–69. http://dx.doi.org/10.1177/1046878120941569.

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Background. Founded in 1970, Simulation & Gaming has emerged as the leading journal in this field of educational research. Given the centrality the journal’s influence, scholars have periodically reflected on the Journal’s contributions towards enhancing and refining both research and practice in educational simulation and gaming. Aims. This systematic review aimed to quantitatively document the distinctive contributions of S&G to research and practice on simulations and games over the past 50 years. The review sought to identify the geographic distribution of publications, influential authors and documents published in the Journal, the intellectual structure of the literature, and topics of recent interest. Method. The authors used the Scopus search engine to identify 1,427 research articles and reviews published in Simulation & Gaming from 1970 through the end of 2019. Bibliometric analyses included descriptive statistics, citation and co-citation and keyword co-occurrence analysis. Results. The review found that while the Journal has increased its geographical breadth impressively, the majority of Simulation & Gaming publications continue to be authored by scholars located in Anglo-American-European societies. The review also found that the Journal has become a prime venue for disseminating inter-disciplinary research on simulation and games. Nonetheless, business simulation/gaming surfaced as the dominant focus in the Journal’s content. Analysis of the intellectual structure of the knowledge base confirmed that the field is theoretically anchored in theories of social cognitive and experiential learning. Temporal keyword analysis identified active learning, game design, technology-enhanced simulations and games, and sustainability as topical clusters of recent interest to authors in Simulation & Gaming.
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12

SUGIURA, JUNKICHI, SADAFUSA KOUHARA, TOSHIKO KIKKAWA, MIEKO NAKAMURA, and TOSHIKI MATSUDA. "Interactive Learning Using Gaming Simulation." Annual Report of Educational Psychology in Japan 58 (March 30, 2019): 248–57. http://dx.doi.org/10.5926/arepj.58.248.

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13

Crookall, David. "Peace, Violence, and Simulation/Gaming." Simulation & Gaming 44, no. 1 (February 2013): 7–26. http://dx.doi.org/10.1177/1046878113479009.

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14

Eisenack, Klaus, and Diana Reckien. "Climate Change and Simulation/Gaming." Simulation & Gaming 44, no. 2-3 (April 2013): 245–52. http://dx.doi.org/10.1177/1046878113490568.

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15

Crookall, David. "Climate Change and Simulation/Gaming." Simulation & Gaming 44, no. 2-3 (April 2013): 195–228. http://dx.doi.org/10.1177/1046878113497781.

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16

Alessi, Stephen, and Birgit Kopainsky. "System Dynamics and Simulation/Gaming." Simulation & Gaming 46, no. 3-4 (June 2015): 223–29. http://dx.doi.org/10.1177/1046878115596390.

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17

Kriz, Willy Christian. "Types of Gaming Simulation Applications." Simulation & Gaming 48, no. 1 (January 23, 2017): 3–7. http://dx.doi.org/10.1177/1046878117689860.

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18

Radosiński, Edward. "Simulation and Gaming in Poland." Simulation & Games 16, no. 4 (December 1985): 483–90. http://dx.doi.org/10.1177/104687818501600410.

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19

Oswalt, Ivar. "Guest Editorial: Military Simulation/Gaming." Simulation & Gaming 24, no. 2 (June 1993): 151–52. http://dx.doi.org/10.1177/1046878193242002.

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20

Oswalt, Ivar. "Military Simulation and Gaming References." Simulation & Gaming 24, no. 3 (September 1993): 321–31. http://dx.doi.org/10.1177/1046878193243004.

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21

Oswalt, Ivar. "Military Simulation and Gaming Organizations." Simulation & Gaming 24, no. 3 (September 1993): 332–35. http://dx.doi.org/10.1177/1046878193243005.

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22

Affisco, John F. "My Experiences with Simulation/Gaming." Simulation & Gaming 25, no. 2 (June 1994): 166–71. http://dx.doi.org/10.1177/1046878194252002.

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23

Saunders, Danny. "Accidental Involvement in Simulation Gaming." Simulation & Gaming 25, no. 2 (June 1994): 245–51. http://dx.doi.org/10.1177/1046878194252014.

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24

Steinwachs, Barbara. "My Life with Simulation Gaming." Simulation & Gaming 25, no. 4 (December 1994): 523–29. http://dx.doi.org/10.1177/1046878194254009.

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25

Dasgupta, Subhasish, and G. David Garson. "Guest Editorial: Internet Simulation/Gaming." Simulation & Gaming 30, no. 1 (March 1999): 20–22. http://dx.doi.org/10.1177/104687819903000104.

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26

Crookall, David. "Editorial: Play and Simulation/Gaming." Simulation & Gaming 30, no. 2 (June 1999): 117. http://dx.doi.org/10.1177/104687819903000201.

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27

Myers, David. "Simulation, Gaming, and the Simulative." Simulation & Gaming 30, no. 4 (December 1999): 482–89. http://dx.doi.org/10.1177/104687819903000406.

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28

Cecchini, Arnaldo, and Paola Rizzi. "Is Urban Gaming Simulation Useful?" Simulation & Gaming 32, no. 4 (December 2001): 507–21. http://dx.doi.org/10.1177/104687810103200407.

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29

Ruohomäki, Virpi. "Simulation Gaming for Organizational Development." Simulation & Gaming 34, no. 4 (December 2003): 531–49. http://dx.doi.org/10.1177/1046878103258203.

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30

Yilmaz, Levent, Tuncer Ören, and Nasser-Ghasem Aghaee. "Intelligent agents, simulation, and gaming." Simulation & Gaming 37, no. 3 (September 2006): 339–49. http://dx.doi.org/10.1177/1046878106289089.

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31

Chin, Jeffrey, Richard Dukes, and William Gamson. "Assessment in Simulation and Gaming." Simulation & Gaming 40, no. 4 (July 15, 2009): 553–68. http://dx.doi.org/10.1177/1046878109332955.

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32

Hasell, Mary Joyce. "Community Design and Gaming/Simulation." Simulation & Games 18, no. 1 (March 1987): 82–115. http://dx.doi.org/10.1177/0037550087181005.

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33

Murayama, Kenichi. "Japanese Management and Gaming Simulation." Simulation & Games 16, no. 2 (June 1985): 131–34. http://dx.doi.org/10.1177/0037550085162003.

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34

Bruin, Klaas. "Prejudices, Discrimination, and Simulation/Gaming." Simulation & Games 16, no. 2 (June 1985): 161–73. http://dx.doi.org/10.1177/0037550085162005.

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35

Omar Moeis, Armand, Shara Marcheline, Arry Rahmawan Destyanto, Teuku Yuri Zagloel, and Akhmad Hidayatno. "Indonesian Port Cluster Simulation Game: Understanding Complex System Through Simulation Game." Jurnal Penelitian Transportasi Laut 22, no. 1 (September 15, 2020): 13–20. http://dx.doi.org/10.25104/transla.v22i1.1548.

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Port Cluster is a collection of interdependent and involved companies in related activities in the same port area. Port clusters can be categorized as infrastructure. One of the characteristics of infrastructure is the number of parties involved in a problem, referred to as a Multi-Actor System. In a multi-actor system, policymaking becomes more complicated because it cannot be based on only one party's interests. Policymaking in this domain requires contemporary approaches where one of them is Simulation Gaming. This paper shows how Simulation Gaming can serve as an approach to comprehend the Indonesian Port Cluster, a multi-actor system.
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36

Ellington, Henry. "How Simulation/Gaming Transformed My Life." Simulation & Gaming 43, no. 2 (January 16, 2012): 257–69. http://dx.doi.org/10.1177/1046878111432665.

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In this invited autobiography, the author describes the impact that educational gaming and simulation has had on his professional career. He begins by reviewing his early life and education in Aberdeen and his subsequent work as a research scientist, schoolteacher, and physics lecturer. He then shows how he changed disciplines from physics to educational technology in 1973, and almost immediately became heavily involved in the development and promotion of educational games and simulations. He describes the first three projects in which he and his colleagues were involved and shows how these led to a wide range of spin-off exercises, most of which were published and marketed by prestigious external bodies. He then describes the contributions that he and his team made to the general promotion of such exercises as educational and training tools and to the theory of game design. Next, he shows how his work as an educational developer diversified during the latter part of his career, covering such areas as academic staff development, distance learning, academic quality, and embedding the systems approach into curriculum development. He concludes by outlining the various things that he has done since he retired from full-time employment in 2001.
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37

Crookall, David. "The founding of modern simulation/gaming." Simulation & Gaming 43, no. 1 (February 2012): 5–14. http://dx.doi.org/10.1177/1046878112437916.

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38

van den Hoogen, Jop, and Sebastiaan Meijer. "Gaming and Simulation for Railway Innovation." Simulation & Gaming 46, no. 5 (September 30, 2014): 489–511. http://dx.doi.org/10.1177/1046878114549001.

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39

Harviainen, J. Tuomas. "Connections and Correspondences in Simulation/Gaming." Simulation & Gaming 49, no. 2 (April 2018): 95–97. http://dx.doi.org/10.1177/1046878118770026.

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This editorial presents some recent contributions in the field of game-related research, as well as discusses the contents of the issue. The field is currently engaging in much-awaited cross-pollination between different groups and traditions of game scholars, and the new works published both here and in books reflect this positive trend.
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40

Harviainen, J. Tuomas. "Human-Computer Interaction and Simulation/Gaming." Simulation & Gaming 50, no. 3 (June 2019): 263–65. http://dx.doi.org/10.1177/1046878119862925.

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41

Shubik, M. "Some Musings on Gaming and Simulation." Simulation & Gaming 25, no. 2 (June 1994): 251–58. http://dx.doi.org/10.1177/1046878194252015.

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42

Uretsky, Michael. "Simulation and Gaming: Directions, Issues, Ponderables." Simulation & Gaming 26, no. 2 (June 1995): 219–24. http://dx.doi.org/10.1177/1046878195262010.

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43

Pimentel, Florosito Q. "Gaming-Simulation: A Third World Experience." Simulation & Gaming 26, no. 4 (December 1995): 480–89. http://dx.doi.org/10.1177/1046878195264009.

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44

Law-Yone, Hubert. "Simulation/Gaming in a Postmodern World." Simulation & Gaming 31, no. 1 (March 2000): 93–99. http://dx.doi.org/10.1177/104687810003100109.

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45

Klabbers, Jan H. G. "Guest Editorial: State of Simulation/Gaming." Simulation & Gaming 32, no. 4 (December 2001): 469–70. http://dx.doi.org/10.1177/104687810103200403.

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46

Crookall, David. "Editorial: International Relations and Simulation/Gaming." Simulation & Gaming 34, no. 2 (June 2003): 185. http://dx.doi.org/10.1177/1046878103034002001.

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47

Sabry, Khaled. "Educational simulation and gaming: interactivity perspective." International Journal of Innovation in Education 1, no. 3 (2011): 229. http://dx.doi.org/10.1504/ijiie.2011.045083.

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48

Lardinois, Christian. "Simulation and Gaming with Jet-Set." Simulation & Games 18, no. 1 (March 1987): 13–33. http://dx.doi.org/10.1177/0037550087181002.

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49

Bailey, Betty Ann. "Developing Self‐awareness through Simulation Gaming." Journal of Management Development 9, no. 2 (February 1990): 38–42. http://dx.doi.org/10.1108/02621719010134814.

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50

Faria, A. J., and John R. Dickinson. "Simulation Gaming for Sales Management Training." Journal of Management Development 13, no. 1 (February 1994): 47–59. http://dx.doi.org/10.1108/02621719410050183.

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