Bizzochi, J., & Woodbury, R. F. (2003). A case study in the design of interactive narrative: The subversion of the interface. Simulation & Gaming, 34(4), 550-568.
2.
Blasi, L., & Alfonso, B. (2006). Increasing the transfer of simulation technology from R&D into school settings: An approach to evaluation from overarching vision to individual artifact in education. Simulation & Gaming, 37(2), 245-267.
3.
Cecchini, A., & Rizzi, P. (2001). Is urban gaming useful?Simulation & Gaming, 32(4), 507-521.
4.
Dugdale, J., Pallamin, N., & Pavard, B. (2006). An assessment of a mixed reality environment: Toward an ethnomethodological approach. Simulation & Gaming, 37(2), 226-244.
5.
García-Carbonell, A., Rising, B., Montero, B., & Watts, F. (2001). Simulation/gaming and the acquisition of communicative competence in another language. Simulation & Gaming, 32(4), 481-491.
6.
Klabbers, J. H. G. (2001). The emerging field of simulation & gaming: Meanings of a retrospect. Simulation & Gaming, 32(4), 471-480.
7.
Klabbers, J. H. G. (2003a). Gaming and simulation: Principles of a science of design. Simulation & Gaming, 34(4), 569-591.
8.
Klabbers, J. H. G. (2003b). Simulation and gaming: Introduction to the art and science of design. Simulation & Gaming, 34(4), 488-494.
9.
Klabbers, J. H. G. (2004). On cross-fertilization: A tale for two JASAG gaming communities. Studies in Simulation & Gaming, 14(1), 28-37.
10.
Klabbers, J. H. G. (2006). A framework for artifact assessment and theory testing. Simulation & Gaming, 37(2), 155-173.
11.
Kriz, W. C. (2003). Creating effective learning environments and learning organizations through gaming simulation design. Simulation & Gaming, 34(4), 495-511.
12.
Kriz, W. C., & Hense, J. U. (2006). Theory-oriented evaluation for the design of and research in gaming and simulation. Simulation & Gaming, 37(2), 268-283.
13.
Mallon, B., & Webb, B. (2006). Applying a phenomenological approach to games analysis: A case study. Simulation & Gaming, 37(2), 209-225.
14.
Meadows, D. L. (2001). Tools for understanding the limits to growth: Comparing a simulation and a game. Simulation & Gaming, 32(4), 522-536.
15.
Noy, A., Raban, D. R., & Ravid, G. (2006). Testing social theories in computer-mediated communication through gaming and simulation. Simulation & Gaming, 37(2), 174-194.
16.
Romme, A. G. L., & Putzel, R. (2003). Designing management education: Practice what you teach. Simulation & Gaming, 34(4), 512-530.
17.
Rouchier, J., & Robin, S. (2006). Information perception and price dynamics in a continuous double auction. Simulation & Gaming, 37(2), 195-208.
18.
Ruohomäki, V. (2003). Simulation gaming for organizational development. Simulation & Gaming, 34(4), 531-549.
19.
Shiratori, R., Arai, K., & Kato, F. (Eds.). (2005). Gaming, simulations, and society: Research scope and perspective. Tokyo: Springer.
20.
Starkey, B. A., & Blake, E. L. (2001). Simulation in international relations education. Simulation & Gaming, 32(4), 537-551.
21.
Thorelli, H. B. (2001). Ecology of international business simulation games. Simulation & Gaming, 32(4), 492-506.