Ivo Wenzler (2008) distinguishes four components of the active substance of gaming simulation: the context, the participants, the process and the environment. His taxonomy further defines four sub-dimensions for each component. His framework of 16 factors is looking to games from a design science and structural level. This editorial presents the contents of the articles of the issue. The articles and the games mentioned are classified into the useful framework of Wenzler.
AbtC. C. (1970). Serious games. New York, NY: Viking Press.
2.
AlavesaP.PakanenM.OjalaT.AsareK. O.OjalaK.LehtoM.KukkaH. (2018). Ludic markers for player-player observation in location-based mobile games. Simulation & Gaming, 49(6), 700-717. doi:1046878118796056
3.
BacklundP.Maurin SöderholmH.EngströmH.Andersson HagiwaraM.LebramM. (2018). Breaking out of the bubble putting simulation into context to increase immersion and performance. Simulation & Gaming, 49(6), 642-660. doi:1046878118772612
4.
ClapperT. C. (2018). Capitalizing on the most important part of a learning session: The experience. Simulation & Gaming, 49(1), 3-7. doi:10.1177/1046878118755155
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CorredorJ. (2018). Fostering situated conversation through game play. Simulation & Gaming, 49(6), 718-734. doi:1046878118801408
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CrookallD.GreenblatC. S.CooteA.KlabbersJ. H. G.WatsonD. R. (Eds.). (1987). Simulation-gaming in the late 1980s. Oxford, UK: Pergamon Press.
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De CaluwéL.HofstedeG. J.PetersV. (2008). Why do games work? In search of the active substance. Deventer, The Netherlands: Kluwer.
8.
DedeauxT.HartsellT. (2018). Comparison between two types of educational computer games. Simulation & Gaming, 49(6), 661-674. doi:1046878118778727
9.
DukeR. D. (1974). Gaming, the future’s language. Beverly Hills, CA: Sage.
10.
DukeR. D.GeurtsJ. L. A. (2004). Policy games for strategic management. Amsterdam, The Netherlands: Dutch University Press.
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GalgouranasS.XinogalosS. (2018). jAVANT-GARDE: A cross-platform serious game for an introduction to programming with java. Simulation & Gaming, 49(6), 751-767. doi:1046878118789976
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GreenblatC. S. (1988). Designing games and simulations. Newbury Park, CA: Sage.
13.
HamdaouiN.Khalidi IdrissiM.BennaniS. (2018). Modeling learners in educational games: Relationship between playing and learning styles. Simulation & Gaming, 49(6), 675-699. doi:1046878118783804
14.
HarviainenJ. T. (2017). Gaming, simulation/gaming, and simulation & gaming. Simulation & Gaming, 48(6), 719-721. doi:10.1177/1046878117742201
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HuizingaJ. (1955). Homo ludens: A study of the play-element in culture. Boston, MA: Beacon Press.
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JonesK. (1997). Games and simulations made easy: Practical tips to improve learning through gaming. London, England: Kogan Page.
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KlabbersJ. H. G. (2009). The magic circle: Principles of gaming and simulation (3rd ed. and Rev ed.). Rotterdam, The Netherlands: Sense Publishers.
18.
KrizW. C. (2010). A systems-oriented constructivism approach to the facilitation and debriefing of simulations and games. Simulation & Gaming, 41(5), 663-680. doi:10.1177/1046878108319867
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KrizW. C. (2017a). Historical roots and new fruits of gaming and simulation. Simulation & Gaming, 48(5), 583-587. doi:10.1177/1046878117732845
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KrizW. C. (2017b). Types of gaming simulation applications. Simulation & Gaming, 48(1), 3-7. doi:10.1177/1046878117689860
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KrizW. C.HarviainenJ. T.ClapperT. C. (2018). Game science: Foundations and perspectives. Simulation & Gaming, 49(3), 199-206. doi:10.1177/1046878118781631
22.
LeighE.KinderJ. (1999). Learning through fun and games. Sydney, Australia: McGraw-Hill.
23.
MattlinM. (2018). Adapting the diplomacy board game concept for 21st century international relations teaching. Simulation & Gaming, 49(6), 735-750. doi:1046878118788905
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MayerI. (2018). Assessment of teams in a digital game environment. Simulation & Gaming, 49, 602-619. doi:1046878118770831
25.
McBurnettL. R.HinrichsM. M.SeagerT. P.ClarkS. S. (2018). Simulation gaming can strengthen experiential education in complex infrastructure systems. Simulation & Gaming, 49(6), 620-641. doi:1046878118767729
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McGonigalJ. (2011). Reality is broken: Why Games make us better and how they can change the world. New York, NY: Penguin Press.
27.
SalenK.ZimmermanE. (2004). Rules of play: Game design fundamentals. Cambridge, MA: MIT Press.
28.
SchellJ. (2008). The art of game design: A book of lenses. New York, NY: Elsevier.
29.
SivasailamT. (1997). Simulation games. Bloomington, IN: Workshops by Thiagi.
30.
SuitsB. (1978). The grasshopper: Games, life and utopia. Toronto, Ontario, Canada: University of Toronto Press.
31.
Sutton-SmithB. (1997). The ambiguity of play. Cambridge, MA: Harvard University Press.
32.
WenzlerI. (2008). Is your simulation game blue or green? In De CaluwéL.HofstedeG. J.PetersV. (Eds.), Why do games work? In search of the active substance (pp. 41-50). Deventer, The Netherlands: Kluwer.