SIMULATION & GAMING
Scope & Guideline
Exploring the Future of Learning Through Play
Introduction
Aims and Scopes
- Educational Applications of Simulation and Gaming:
This area examines how simulations and games can be utilized as educational tools, enhancing engagement and learning outcomes in various contexts, including healthcare, environmental education, and social sciences. - Psychological and Social Dynamics:
Research in this scope investigates the psychological motivations and social interactions within gaming environments, exploring concepts such as community, identity, and player engagement. - Technological Innovations in Simulation:
Focuses on the integration of new technologies such as virtual reality (VR), augmented reality (AR), and artificial intelligence (AI) in enhancing the effectiveness and realism of simulations. - Serious Games for Professional Training:
This area looks into the design and effectiveness of serious games aimed at professional development, particularly in fields like healthcare, where simulations can improve practical skills and knowledge retention. - Research Methodologies in Simulation and Gaming:
The journal emphasizes robust research methodologies for evaluating the impact and effectiveness of simulation and gaming, including qualitative and quantitative approaches.
Trending and Emerging
- Health and Medical Training Simulations:
There is a significant increase in research dedicated to health and medical training simulations, particularly in using VR and serious games to enhance clinical skills and improve patient outcomes. - Gamification for Sustainable Development:
Emerging themes include the use of gamification strategies to promote sustainable practices and education, reflecting a growing societal focus on environmental issues and sustainability. - Interdisciplinary Approaches to Simulation:
An increasing trend is the interdisciplinary approach to simulation and gaming, where insights from fields such as psychology, education, and technology converge to create more effective training and educational tools. - Social Gaming and Community Engagement:
Research is increasingly focusing on social gaming aspects, exploring how games can foster community engagement, social skills, and collective problem-solving. - Use of Data Analytics in Gaming Research:
There is a rising interest in utilizing data analytics to understand player behaviors and experiences, enhancing the design and effectiveness of games and simulations.
Declining or Waning
- Traditional Board Games and Physical Gaming:
There has been a noticeable decrease in research focusing on traditional board games and physical gaming experiences, as the field shifts towards digital and immersive gaming technologies. - Single-Player Gaming Experiences:
Research on single-player games is becoming less frequent, with a growing emphasis on multiplayer and social gaming experiences that foster community interaction and collaboration. - Basic Gamification Techniques:
The exploration of basic gamification techniques is waning as researchers seek more complex and integrative approaches to gamification that align with educational and training goals. - Descriptive Studies of Gaming:
There is a decline in purely descriptive studies of gaming without a strong theoretical framework or practical application, as the field moves towards more impactful and applied research. - Focus on Casual Gaming:
The focus on casual gaming, particularly in educational contexts, appears to be diminishing as interest shifts towards serious games and simulations that offer deeper learning experiences.
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