SIMULATION & GAMINGPub Date : 2026-01-13eCollection Date: 2026-08-01DOI: 10.1177/10468781251401426
Fanny Camelia, Jeremy Smith, Ian Marr, Chris Lynas, Timothy L J Ferris, Ramona Dogea
{"title":"Wargaming for Aircraft Manufacturer Product and Industrial Strategy.","authors":"Fanny Camelia, Jeremy Smith, Ian Marr, Chris Lynas, Timothy L J Ferris, Ramona Dogea","doi":"10.1177/10468781251401426","DOIUrl":"10.1177/10468781251401426","url":null,"abstract":"<p><strong>Purpose: </strong>Air Transport Systems (ATS) are complex sociotechnical systems with dynamic stakeholder interactions and non-linear relationships. Traditional analytical planning methods often oversimplify these complexities, limiting decision-makers' ability to understand system dynamics. This study introduces a wargaming framework, adapted from military practices, to help aircraft manufacturers align product development and business strategies with airline competition.</p><p><strong>Design/methodology/approach: </strong>Developed collaboratively by Cranfield University and Airbus UK, the framework consists of seven elements: objectives, players, game components, game mechanics, scenarios, facilitation and feedback. Its development followed structured engineering project stages design, preparation, testing and evaluation allowing for iterative refinements.</p><p><strong>Findings: </strong>The wargaming provides an interactive platform to simulate airline competition and stakeholder interactions, enhancing strategic decision-making. Validation exercises demonstrated its ability to model ATS dynamics, revealing insights into stakeholder behaviour, decision processes and competitive influences on aircraft development. The framework offers both epistemological benefits (deeper system understanding) and pedagogical benefits (improved strategic thinking and decision-making skills).</p><p><strong>Practical implications: </strong>The framework serves as an analytical and educational tool, enabling aircraft manufacturers to assess market dynamics, stakeholder behaviours and competitive strategies in a structured environment.</p><p><strong>Originality/value: </strong>This study presents a novel adaptation of wargaming approach that captures ATS complexities, supporting strategic planning for aircraft manufacturers. By positioning military-inspired wargaming within the broader game science literature, the study provides a methodological bridge between Design-in-the-Large (high level strategy) and Design-in-the-Small (specific game design elements), supporting future advancements in product and business strategy within ATS.</p>","PeriodicalId":47521,"journal":{"name":"SIMULATION & GAMING","volume":"57 4","pages":"531-564"},"PeriodicalIF":2.2,"publicationDate":"2026-01-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC13298872/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"148346832","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
SIMULATION & GAMINGPub Date : 2025-11-25eCollection Date: 2026-08-01DOI: 10.1177/10468781251401059
Sayed Azher, Keerat Grewal, Negar Matin, Amanda Cervantes, Caroline Marchionni, Hugo Marchand, Jason M Harley
{"title":"Mixed Methods Examination of Challenging and Bothersome Events in Nursing Virtual Simulations: Comparing Screen-Based and Headset VR Modalities.","authors":"Sayed Azher, Keerat Grewal, Negar Matin, Amanda Cervantes, Caroline Marchionni, Hugo Marchand, Jason M Harley","doi":"10.1177/10468781251401059","DOIUrl":"10.1177/10468781251401059","url":null,"abstract":"<p><strong>Background: </strong>Virtual simulations (VSs) are increasingly utilized to train nursing students for clinical practice, yet few tools to evaluate VS quality, and little research has examined specific design elements that impact user experience across different modalities. Comparative evidence between screen-based VS and headset virtual reality (VR) within the same VS scenario is especially limited.</p><p><strong>Purpose: </strong>The primary goal of this study is to identify challenging/bothersome events in a VS, compare how these events manifest in screen-based versus headset VR, and examine their impact on electrodermal activity (EDA; physiological arousal), performance, usability, and cognitive load.</p><p><strong>Methods: </strong>A mixed-methods approach was applied to analyze audio-video and EDA data from 20 third-year nursing students during a VS. Objective performance scores were generated by the OMS software, while self-reported data on usability and cognitive load were collected through post-simulation surveys.</p><p><strong>Results: </strong>Six challenging/bothersome event categories were identified: software-related restrictions and bugs, confusion/lack of success, negative affect, technical errors, neglect of instruction, and other. Results revealed that encountering challenging/bothersome events significantly increased students' EDA (an indicator of physiological arousal), possibly reflecting frustration/confusion. Furthermore, while no single challenging/bothersome event category predicted performance or usability relative to others, we found that software-related restrictions and bugs were particularly critical, significantly increasing extrinsic cognitive load compared to technical errors.</p><p><strong>Conclusions: </strong>Our findings highlight specific VS elements that hinder students' experience, directly pointing to areas for future improvements. We also provide valuable insights for educators and developers to enhance virtual learning environments in nursing education by addressing how to reduce cognitive load and improve performance and usability. Future research should develop VS-specific usability tools and replicate this study in diverse contexts to further refine virtual learning experiences.</p>","PeriodicalId":47521,"journal":{"name":"SIMULATION & GAMING","volume":"57 4","pages":"494-530"},"PeriodicalIF":2.2,"publicationDate":"2025-11-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC13298862/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"148346819","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Elena Shliakhovchuk, Micaela Martin, Miguel Chover, Viktor Danchuk
{"title":"A Longitudinal Study of Video Games’ Influence on Climate Change Concerns, Climate Refugee Awareness, and Environmental Behaviour Activism","authors":"Elena Shliakhovchuk, Micaela Martin, Miguel Chover, Viktor Danchuk","doi":"10.1177/10468781251362482","DOIUrl":"https://doi.org/10.1177/10468781251362482","url":null,"abstract":"Background Climate change poses a critical global challenge with far-reaching environmental, social, and economic consequences. Despite growing awareness, gaps remain in public understanding of climate-induced migration, global climate change trends, and environmental activism. Applied gaming - using video games for purposes beyond entertainment - offers a promising approach to raising awareness and fostering engagement with climate issues. Aim This study investigates the understudied areas of climate-induced migration, global climate change trends, and environmental concerns and activism through the lens of applied gaming. Specifically, it examines how The Climate Trail , a climate change-themed serious game, influences knowledge retention, climate change concerns, and environmental activism over time. Additionally, the study explores the relationship between game enjoyment and its educational impact. Method A one-group quasi-experimental design with 39 undergraduate students was used, assessing participants at three-time points: baseline (pretest), immediately post-intervention, and two weeks post-intervention. The study measured knowledge acquisition, climate change concerns, and environmental behaviour activism, along with self-reported enjoyment and perceived learning. Data were analysed using Friedman and Wilcoxon signed-rank tests to evaluate changes over time, while Kendall’s tau-b correlation assessed relationships between enjoyment, learning, and climate concerns. Results Findings indicate that The Climate Trail significantly increased and sustained knowledge about climate-induced migration and global climate change trends. Climate concerns developed gradually rather than immediately. However, no significant changes were observed in environmental activism behaviours, highlighting the “value-action gap”—where heightened awareness does not necessarily translate into action. Enjoyment from gameplay was positively correlated with increased climate concerns and perceived learning, though knowledge retention varied across climate-related topics. Conclusion By tackling underexplored dimensions such as climate-induced migration in climate game research, by addressing sustained knowledge retention and the pivotal role of enjoyment in game-based learning, this research delivers insights into the transformative power of serious games to captivate and educate on pressing climate issues. These findings could motivate strategic integration of applied gaming into climate advocacy frameworks, empowering policymakers and educators to deploy dynamic, game-based initiatives that drive meaningful engagement and action. This approach aligns seamlessly with Sustainable Development Goals 13 (Climate Action) and 4 (Quality Education), paving the way for innovative, impact-driven climate education. Furthermore, the study offers insights for game designers by highlighting the importance of immersive narratives, realistic scenarios, and meaningful decision-making","PeriodicalId":47521,"journal":{"name":"SIMULATION & GAMING","volume":"57 1","pages":"32-56"},"PeriodicalIF":0.0,"publicationDate":"2025-08-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"147904465","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Toxicity or Prosociality?: Civic Value and Gaming Citizenship in Competitive Video Game Communities","authors":"Jin Kim, Naishly Ortiz","doi":"10.1177/10468781241277899","DOIUrl":"https://doi.org/10.1177/10468781241277899","url":null,"abstract":"BackgroundOnline multiplayer video games are characterized by competitiveness and collaboration: the former resonates with toxicity and the latter with civic values. While it is urgent to consider efficient ways to cope with toxicity, it is worth interrogating how gamers shift between toxic competitiveness and gaming citizenship.AimDrawing on feminist game studies, gaming citizenship, and ludic ethics approaches, this study examined how gamers embrace and resist toxic behaviors simultaneously in community contexts.MethodWe conducted in-depth interviews with twenty-two Overwatch players from June 2021 to May 2023 to elaborate the players experiences of toxic behaviors, their coping mechanisms, and the roles of gaming communities. Purposive and snowball samplings were used to recruit participants who regularly played competitive modes in Overwatch.ResultsFrom the interviews, two types of toxicity (tolerable, intolerable) were identified. Of the anti-toxic measures, ignoring was addressed as a common but problematic measure, while intervention as most effective measure. Gamers’ involvement in communities was discussed within three common frameworks: prosociality, gamer education, and gamer transformation. Overall, the interviewees showed ambivalence toward usage of anti-toxic measures. With limitations, we found that game communities can serve a venue for gaming citizenship to provide institutional supports for gamers.ConclusionThis study contributes to scholarship on gaming toxicity and gaming citizenship. Our study illustrated that gaming communities are battlegrounds between prosociality and toxicity. We do not see vilification of toxicity as a panacea for toxic gaming problems. In that sense, gaming citizenship discourses helps to rekindle debate about stigmatized assumptions about toxicity.","PeriodicalId":47521,"journal":{"name":"SIMULATION & GAMING","volume":"13 1","pages":""},"PeriodicalIF":2.0,"publicationDate":"2024-09-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142248328","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"The Importance of Relaxation and Vacation for Healthcare Workers: Playtime!","authors":"Marlies P. Schijven, Toshiko Kikkawa","doi":"10.1177/10892532241280461","DOIUrl":"https://doi.org/10.1177/10892532241280461","url":null,"abstract":"","PeriodicalId":47521,"journal":{"name":"SIMULATION & GAMING","volume":"16 1","pages":""},"PeriodicalIF":2.0,"publicationDate":"2024-08-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142217534","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"On the Pre-Perception of Gamification and Game-Based Learning in Higher Education Students: A Systematic Mapping Study","authors":"John Henry, Fujia Li, Sylvester Arnab","doi":"10.1177/10468781241271082","DOIUrl":"https://doi.org/10.1177/10468781241271082","url":null,"abstract":"BackgroundThe fields of gamification and game-based learning are growing and changing quickly, with researchers investigating the use of gamification in education using various methods and in numerous case studies, however, no research investigates the significance pre-perception of higher education students has in gamification, game-based learning, and serious games studies.ObjectiveWe perform a systematic mapping to identify the gaps in our understanding on the effects of pre-perception in gamification, focusing on the under-researched area of gamification and game-based learning applications for higher education.ResultsWe present three main findings: (1) Current research on the effects of higher education’s students' pre-perception of gamification and game-based learning are limited. (2) The limited available research indicates perception towards gamification and game-based learning in participants may impact on the effectiveness of game-based solutions, but more research is required to better understand the relationship. (3) A significant body of new research work is required to examine how student perception can affect the effectiveness of gamification and game-based learning solutions in higher education.ConclusionOur understanding of the effect pre-perception may have on the results reported by research on gamification applications for higher education is limited. We encourage more, non-empirical research, to be conducted around pre-perception, and more research that considers gamification and game-based learning applications for higher education.","PeriodicalId":47521,"journal":{"name":"SIMULATION & GAMING","volume":"735 1","pages":""},"PeriodicalIF":2.0,"publicationDate":"2024-08-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142217430","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Using Social Media Data to Understand Citizen Perceptions of Urban Planning in a City Simulation Game","authors":"Yujia Qiu, Yanliu Lin, Junyao He, Hongmei Lu","doi":"10.1177/10468781241271080","DOIUrl":"https://doi.org/10.1177/10468781241271080","url":null,"abstract":"BackgroundCity simulation games provide players a gaming experience by simulating different aspects of the real city. While there is an increasing scholarly interest in games for social learning and education, little research has been conducted to understand citizen perceptions and understanding of urban planning issues in city simulation games.AimThis study aims to understand the affective perception and cognitive learning of citizens regarding urban planning elements in the online communities of Cities: Skylines.Research MethodsWe develop a new methodological approach based on social media data analytics. Large datasets were scraped from Reddit, the most popular social media platform for video game players. The collected data were subjected to content analysis and sentiment analysis that identify different types of topics and emotions to understand citizens’ cognitive and affective perspectives.Key Findings and ConclusionThe findings show that positive emotions were often about the game design, while negative emotions conveyed real-world planning problems such as transportation concerns. The cognitive dimension uncovered citizens’ urban recognition tied to personal experiences in various geographical contexts. This study has practical implications for game design for urban planning.","PeriodicalId":47521,"journal":{"name":"SIMULATION & GAMING","volume":"24 1","pages":""},"PeriodicalIF":2.0,"publicationDate":"2024-08-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141884992","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Forced to Choose Silence: Social Gaming with Disabilities","authors":"Pauliina Baltzar, Lobna Hassan, Markku Turunen","doi":"10.1177/10468781241259831","DOIUrl":"https://doi.org/10.1177/10468781241259831","url":null,"abstract":"BackgroundSocialization during gaming is an important aspect of gaming for people with and without disabilities. However, we know little about how gamers with disabilities play with others.AimThis study investigated the social gaming experiences of individuals with disabilities focusing on research questions 1) Who do people with disabilities play with?, and 2) How do people with disabilities communicate while gaming?MethodWe conducted a survey study which focused on experiences of gaming with disabilities. In total 92 responses were analyzed.ResultsThe results suggest that gamers with disabilities play digital multiplayer games locally and online with friends, family, strangers, and people they know. The most used communication methods were speech, text, and built-in features. However, some were not communicating at all due to a lack of suitable communication methods. Furthermore, communication varied depending on if the gaming was happening online or locally, and depending on the gaming companions.DiscussionThe results align with previous research indicating that people with disabilities engage in gaming with friends, family, and strangers similar to any other gamer. However, there is a lack of studies on how people generally communicate in games, nonetheless, as speech and text communication methods are most commonly seen in games, we can assume that they are the most used communication methods for all gamers.Limitations and Future ResearchThis study has limitations both related to the survey questions and the survey participants. We cannot be sure if all understood the questions in the same way, furthermore, most of the participants were experienced Finnish gamers with physical disabilities which could have skewed the results. Further research is necessary to address these limitations and broaden the scope of the study's findings.ConclusionsBased on the results, we argue that games should provide multiple means of communication to make social gaming more accessible.","PeriodicalId":47521,"journal":{"name":"SIMULATION & GAMING","volume":"26 1","pages":""},"PeriodicalIF":2.0,"publicationDate":"2024-07-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141771640","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Mustafa Can Gursesli, Alessia Martucci, Alan D.A. Mattiassi, Mirko Duradoni, Andrea Guazzini
{"title":"Development and Validation of the Psychological Motivations for Playing Video Games scale (PMPVGs)","authors":"Mustafa Can Gursesli, Alessia Martucci, Alan D.A. Mattiassi, Mirko Duradoni, Andrea Guazzini","doi":"10.1177/10468781241260861","DOIUrl":"https://doi.org/10.1177/10468781241260861","url":null,"abstract":"BackgroundThe gaming industry is experiencing rapid growth, and videogames in various forms have become an integral part of our daily routines. While research has delved into motivations for playing specific types of videogames, such as online multiplayer games, there is still a need for exploration of the broader concept of video game engagement, irrespective of the genre.AimThe primary aim of this study was to develop and validate a gaming motivation scale that focuses on the intrinsic reasons and psychological aspects of video game motivation. Additionally, the goal was to create a scale that does not rely on game genres to assess gamers’ motivational profiles.Research methodsThe study was conducted in two phases, involving a total of 2641 Italian participants. In the first phase, exploratory factor analysis (EFA) was performed with data from Italian 543 participants ( M = 28.92; sd = 8.26). In the second phase, confirmatory factor analysis (CFA) was conducted with data collected from 2098 participants ( M = 31.60, sd = 8.81), showing an adequate fit to the theorized model (𝑥<jats:sup>2</jats:sup> (878) =3843.28; CFI = .95, TLI = .95, RMSEA = .040, and SRMR = .042).Key Findings and DiscussionIn the first part of the study, EFA confirmed 14 dimensions out of the original 18. While CFA demonstrated that the scale had good reliability, with values ranging from .77 to .94. Furthermore, significant correlations were found between the Psychological Motivations for playing Video Games (PMPVGs) scale and dimensions from the Motives for Online Gaming Questionnaire (MOGQ) and Gaming Motivation Scale (GAMS) scales. The final version of the scale comprises 12 dimensions with 45 items in total and it holds potential to explore the players’ psychological needs satisfied through the gaming activity.","PeriodicalId":47521,"journal":{"name":"SIMULATION & GAMING","volume":"60 1","pages":""},"PeriodicalIF":2.0,"publicationDate":"2024-07-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141737231","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}