BarréJ.MicheletD.JobA.TruchotJ.CabonP.DelgouletC.TesnièreA. (2019). Does repeated exposure to critical situations in a screen-based simulation improve the self-assessment of non-technical skills in postpartum hemorrhage management?Simulation & Gaming, 50(2), 102–123. doi:10.1177/1046878119827324
2.
JonesB.RohaniS. A.OngN.TayehT.ChalabiA.AgrawalS. K.LadakH. M. (2019). A virtual-reality training simulator for cochlear implant surgery. Simulation & Gaming, 50(2), 243–258. doi:10.1177/1046878119842361
3.
MasonJ.LoaderK. (2019). Using a serious game to train violence risk assessment and management skills. Simulation & Gaming, 50(2), 124–135. doi:10.1177/1046878119837314
4.
PallaviciniF.PepeA.MinissiM. E. (2019). Gaming in virtual reality: What changes in terms of usability, emotional response and sense of presence compared to non-immersive video games?Simulation & Gaming, 50(2), 136–159. doi:10.1177/1046878119831420
5.
RobbN.WallerA.WoodcockK. A. (2019). Developing a task switching training game for children with a rare genetic syndrome linked to intellectual disability. Simulation & Gaming, 50(2), 160–179. doi:10.1177/1046878119834319
6.
RoungasB.BekiusF.MeijerS. (2019). The game between game theory and gaming simulation: Design choices. Simulation & Gaming, 50(2), 180–201. doi:10.1177/1046878119827625
7.
VerkuylM. A.BettsL.SivaramalingamS. (2019). Nursing students’ perceptions using an interactive digital simulation table: A usability study. Simulation & Gaming, 50(2), 202–213. doi:10.1177/1046878119844283
8.
WalkerL.LuechtefeldR.WalkerJ. A. L. (2019). Creating pathways to personal resilience through classroom simulations. Simulation & Gaming, 50(2), 214–242. doi:10.1177/1046878119838002