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.
ArvolaM.SamuelssonM.NordvallM.RagnemalmE. L. (2018). Simulated provocations: A hypermedia radio theatre for reflection on classroom management. Simulation & Gaming, 49(2), 98–114. doi:10.1177/1046878118765594
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ConsalvoM. (2009). Cheating: Gaining advantage in videogames. Cambridge, MA: MIT Press.
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DrachenA.Mirza-BabaeiP. (Eds.). (2018). Games user research. Oxford, UK: Oxford University Press.
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HoyB. (2018). Teaching history with custom-built board games. Simulation & Gaming, 49(2), 115–113. doi:10.1177/1046878118763624
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KlabbersJ. H. G. (2018). On the architecture of game science. Simulation & Gaming, 49(3). doi:10.1177/1046878118762534
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KultimaA. (2015). Game design research. In Proceedings of the 19th International Academic Mindtrek Conference (pp. 18-25). doi:10.1145/2818187.2818300
NeaseB.SamuraM. (2018). Adolescents’ perceptions of “cheating” in gaming and educational settings. Simulation & Gaming, 49(2), 134–145. doi:10.1177/1046878118757008
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PruksakornS.KiratiprayoonS.UttaranakornS.SukreeyapongseO.DumrongrojwatthanaP. (2018). Game for low-formal education farmers to learn how to improve soil quality. Simulation & Gaming, 49(2), 146–167. doi:10.1177/1046878118759380
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WaddingtonD. I.FennewaldT. (2018). Grim FATE: Learning about systems thinking in an in-depth climate change simulation. Simulation & Gaming, 49(2), 168–194. doi:10.1177/1046878117753498