Journal Title: Simulation and Gaming 2014 Issue # February April August-October Topics Covered Methodologies Used Effects of opening Present cinematic alternative psychologically, scenarios and improving IEA evaluate how usage in testers respond; negotiations role-playing Therapy through Role-playing, repetition by repetition of gaming, improving activities to learning by improve muscles, interest, relate learning to evaluation of various levels of skills, interest Effects of context Repetition of to behavior, context to Training through evaluate reactive repetition, behavior mastering Types of Evidence Statistical, Observations Jargon or Key Terms Debrief, design, games, goal orientation, training, negotiation Statistical, Observations Dexterity, game, recovery, therapy, debriefing, design, interest, project management, exercise Statistical, Interviews, Observations Examination of social, physical, and psychological reactions, links between serious games and learning Produce situations Statistical, to evaluate Observations reactions, evaluate relation of learning and games Debriefing, error, repetition, communication, context, focal point, simulation, focus Behavior, attitude, reaction, simulation, psychological, message, modeling, serious Issue # Topics Covered February Development of scenarios, Teaching conflict Methodologies Used Proposition of creating scenarios, present Jargon or Key Terms Attention, scenario, role, conflict, December 2013 Types of Evidence Observations, Statistical, Analogical, scenarios, improve problem solving tool August Business model simulation, racial implication of games, leadership development in business scenarios of conflict to evaluate, experience Replication of business situation for results, present types of interactions with subject October Theory of constraints, taxonomy and business games, correlation of speed and danger Present theory, Statistical, evaluate effects of Observations, business games Analogical, and types, assess decisions based on risk and speed December Social dimension of serious games, social network based games, cognitive learning and motivation Authentic class setting to produce results, large questionnaire, information mining Statistical, Observations, Survey, Issue # Topics Covered Types of Evidence February Development of skills through multiplayer, subduing gamer mode to improve learning, behavior towards tasks Methodologies Used Evaluate leadership scores through online lead roles, comparison of types of behavior undertaken June Utilizing game design to produce solutions, expert players as coresearchers, the experience of gaming Correlate types of game designs to problem solving, test expert players analysis of game design and effects, playing Statistical, Observations, Interviews, Surveys Statistical, Observations cooperation, debriefing, simulation, teaching Business games, learning, replication, attitude, characterization, media, imagery, priming Perception, training, simulation, analysis, business, management, learning, correlation Affect, challenge, collaboration, serious games, education, attitudes, experience, engagement, 2012 Statistical, Observations, Analogical, Jargon or Key Terms Relationship, training, simulation, gaming, educational, attitude, optimization, debriefing Design, evaluation, experience, focus groups, testing, research, prototype, qualitative study August December the game, data collection through mass survey Simulation gaming Place students to promote global through the game learning, Outputs for evaluation, of ERP Simulation measure results Game, deeper and tests to learning in determine ritualistic games learning value, evaluate levels of learning in and out of the game Economics, Simulate dynamic poverty, and inequality and inequality in poverty then developing theoretically countries, examine playing bridging learning experiences, and gaming in a implementation of common algorithms and language, architectures developmental architectures geared towards learning Survey, Statistical, Observations, Analogical, Role-playing, simulations, video games, interactive learning environment, cognitive, perception, information needs Survey, Statistical, Observations, Analogical, Monopoly, inequality, simulation, education, serious game, mental model, taxonomy, attribute, architectures, adaptation, collaboration Methodologies Used Hypothesis, Decision Making skills in accordance to an established equation, Types of Evidence Jargon or Key Terms Educational games, evaluation, attribute, design, hypothesis, learning, multiplayer, single-player, business, Hypothesis, Experimental, Statistical, Analogical, 2011 Issue # Topics Covered February Effects of learning in singleplayer and multiplayer, reputation mechanism in business games, gaining experience through simulation, Evaluation of philosophy, limits of modeling in April Analogical, Statistical, Observations Discussion, simulation, mind, philosophy, trends, astrophysics and cosmology, June Review edition, overview of Simulation and Gaming, business simulations, Simulation international conflict, foreign affairs, voting, international negotiation Self-Evaluation, Experimental N/A, Statistical, Experimental, Surveying, Questionnaire, Statistical, Analogical, Issue # Topics Covered Types of Evidence February Engagement evaluation based on gender, games and simulation in conjunction with language, Culture Diversity through gaming, Driving training through simulation, treatment of time in simulation gaming, designing business games for management, Methodologies Used Review and Research, Testing, Hypothesis, December astrophysics, cosmology, galaxy, limits, meteorology, Biography, detection, gaming, communication, complexity, methodology, Attitude change, behavior, conflict, resolution, act, qualifications, voting, 2010 April October Improving the simulation model for development, debriefing simulation and games, frameworks for change Analogical, Observations, Experimental runs, Statistical, hypothesis/theory, Observations, Analogical, Comparisons, Evaluations, Hypothesis, Observations, Statistical, Analogical, Jargon or Key Terms Consumers, femininity, digital games, design, culture, simulation, language, game, encounters, training, military Driving, simulator, training, business games, time, complexity, process, decision making, business, real markets, strategic management, Dynamic decision making, interactive learning, policy design, planning, constructivism, debriefing, December Analysis, Debriefing, Surveys, Time in Video Games, Effects of serious games, 40 years of research in S&G Review, Evaluation, Hypothesis, Analogical, Survey, Questionnaire, Statistical, Coordination, game-world time, real-time, cellular, modeling, serious games, work division, visualization, conventional thinking, Issue # Topics Covered Types of Evidence March Research of apology, replication of flight system, use of role-play Jargon or Key Terms Accommodation, role-play, data generation, simulation, flight, data, discourse June Industry level unit demands in business games, natural resource management issues, environmental Uses of conference in English courses, authority in teaching and effects, resource management over time Natural resource management, Generating specific attitude for peace, improving language via cards Methodologies Used Role-play to create apology situations, create simulator to replicate real world, Calculation of demand and evaluation of market, simulate NRM situations, simulate reed beds Teaching through conference simulation, simulate comfort, simulate situation to manage skill over time Simulate environment for NRM, simulate various events to create a specific attitude, test methods of cards 2007 September December September December Observations Statistical, Models, Observations, Awareness, model, environmental, context, stakeholders, simulation, Statistical, Observations, Resource, timescale, management, scales, issues, simulation, composition, attitudes Statistical, Observations Education, simulation, seminar, card game, attitude, negotiation, psychology, cooperation, NRM 2005 Issue # Topics Covered March Uses of simulation in utility industry, using simulation to understand deregulation, introduction to business concepts Integration of curriculum for business, improving the effects of gaming in learning, Foundations of simulations, business related decision making, learning and teamwork Learning via motivation in fantasy, methodology of effects in gaming June September December Methodologies Used Proposition for evaluating skill changes in sim., simulation demonstration of deregulation, exposure Procure models of how integration would work, debrief on the components of gaming, Testing ethical decision making in business, introducing how teamwork affects learning Using genre to generate motivation, evaluate the various effects Types of Evidence Observation, Example, Statistical Observation, Example, Statistical Evaluations, Models Survey, Observations, Theory Jargon or Key Terms Deregulation, gaming, simulation, utility industry, utility, analysis, realism, development, business Curriculum integration, allocation games, experimental, models, simulations Validation, philosophy, realism, theoretical, ethics, game, theory Aggression, culture, experiment, qualitative, computer games, edutainment