{"title":"Richard D. Duke: Systems Thinker, Game Science Founder & Beloved Mentor","authors":"H. Lukosch","doi":"10.1177/10468781231161955","DOIUrl":"https://doi.org/10.1177/10468781231161955","url":null,"abstract":"Background This remembrance of Richard “Dick” Duke, one of the founding members of the International Simulation and Gaming Association (ISAGA), and dedicated promoter of game science, contains Duke’s contribution to the field of simulation and gaming, as a retrospective into the past, and as inspiration for the present and the future of this discipline. Duke has been a highly respected colleague, and a beloved friend for many in the scientific community. He will be remembered for his academic contributions, but more so for his commitment to support young talent, and for his aim to address societal problems in all of his doing. Purpose The goal of this article is to reflect on the work of Richard D. Duke and the influence he had and still has on the simulation and gaming research and practice community. The overview of his work illustrates his specific approach towards simulation and gaming, while the personal words of colleagues he worked with over the years combine professional and personal perspectives on the work and life of Richard D. Duke. Research Design The article presents a brief literature review along with a collection of contributions from researchers and practitioners in the field of simulation and gaming. Data Collection This obituary dos not represent a scientific article as such. However, a careful review of the articles and books of Richard D. Duke has been carried out for this article, and colleagues have contributed with their thoughts and memories. Results The overview of Richard D. Duke’s work shows how he approached simulation and gaming as a powerful form of human communication, especially suited to analyse and design complex problems. All simulation game design is driven by the purpose to represent and explore alternative solutions and future states of a given situation. Duke’s careful and detailed conceptualisation of simulation gaming as interactive language represents a wealth of information for current and future researchers and practitioners in the field of simulation and gaming. Conclusion After more than 50 years of his first publication in the field of simulation and gaming, Duke’s contributions are still highly relevant to the science and practice in this area. His ideas inspire a large number of researchers and practitioners, and his foundational work had and has a large impact on how the science of simulation and gaming has developed and still advances.","PeriodicalId":47521,"journal":{"name":"SIMULATION & GAMING","volume":"54 1","pages":"221 - 234"},"PeriodicalIF":2.0,"publicationDate":"2023-03-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"46226286","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}
Sean Eshuis, K. Pozzebon, Andrew Allen, L. Kannis-Dymand
{"title":"Player Experience and Enjoyment: A Preliminary Examination of Differences in Video Game Genre","authors":"Sean Eshuis, K. Pozzebon, Andrew Allen, L. Kannis-Dymand","doi":"10.1177/10468781231158818","DOIUrl":"https://doi.org/10.1177/10468781231158818","url":null,"abstract":"Introduction Player experience is the interaction between individual qualities and game attributes. It is becoming a popular topic to understand why individuals are interested in different video games. The current literature offers a range of different scales that measure similar player experience factors but often lack published validity analysis. The Player Experience Index is an empirically validated measure based on the means-end theory. The current study used this measure to analyse player experience factors and enjoyment among single-player shooter, single-player role-playing, massively multiplayer online shooter, and massively multiplayer online role-playing video games. Methods Analyses were based on a sample of 145 participants who completed an online survey. Results Results indicated that player experience factors were related to enjoyment, with differing results based on video game genre. It was also found that greater levels of enjoyment were reported by participants who preferred single-player mode of play compared to massively multiplayer online play mode, and participants who preferred single-player role-playing games indicated greater levels of enjoyment than the other three groups. Discussion While there was an uneven and small sample size for each video game category, the findings of this exploratory study highlight that further research is warranted. Future research should consider analysing the player experience for currently available and marketed video games to better understand how player experience influences enjoyment in the rapidly evolving gaming industry and its role in gaming design.","PeriodicalId":47521,"journal":{"name":"SIMULATION & GAMING","volume":"54 1","pages":"209 - 220"},"PeriodicalIF":2.0,"publicationDate":"2023-02-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"44595223","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":"Application of Mobile-Based Games in The Rehabilitation of Stroke Survivors","authors":"Narges Norouzkhani, Mahsa Hamednia, S. Aalaei","doi":"10.1177/10468781231158048","DOIUrl":"https://doi.org/10.1177/10468781231158048","url":null,"abstract":"Background Stroke, as a cerebral vascular accident, leads to brain injury which is characterized by interrupted blood flow. Indeed, impairments in the face, arms, and speech are usual symptoms of a stroke. A variety of disorders emerges after stroke, specific rehabilitation programs are used to restore the lost functions and improve the health status of the patient, mainly if they are applied early. In this study, we tried to present a comprehensive appraisal of recent findings and innovations in mobile games intended for the rehabilitation of stroke survivors. Methods Using keywords of interest including rehabilitation, stroke, mobile/computer, and application/game, a thorough search was performed in PubMed, Scopus, and Embase. Retrieved papers were scrutinized based on predefined inclusion and exclusion criteria. Results Unfortunately, due to the limitations in the resources and facilities, early rehabilitation is not feasible in most cases. However, mobile technology is a promising avenue to address this hurdle, substantiating in the early rehabilitation practices in stroke patients. Mobile games hopefully brings a bunch of valuable outcomes and benefits, such as innovation, low-cost, and exciting approaches, both in clinical and home settings. Indeed, mobile devices save time, which could be spent to improve fine motor functions, leading to the acceleration of treatment for patients who are at home after discharge from hospitals. Conclusion Acceptable motor improvement, visual perception, cognition, quality of life, satisfaction, and preferences of the patients are essential factors that should be considered in the design of these applications. It was shown that conventional strategies combined with such modern computer-based technologies might have synergistic effects on restoring the lost skills in stroke patients.","PeriodicalId":47521,"journal":{"name":"SIMULATION & GAMING","volume":"54 1","pages":"184 - 208"},"PeriodicalIF":2.0,"publicationDate":"2023-02-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"45769637","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":"Mechanics and Experience in Call of Duty: Modern Warfare: Opportunities for Civic Empathy","authors":"T. Kessner, Luis E. Pérez Cortés","doi":"10.1177/10468781231156187","DOIUrl":"https://doi.org/10.1177/10468781231156187","url":null,"abstract":"Background Videogames are widely considered effective learning environments, with powerful lessons relevant to those who design teaching and learning experiences. Violent videogames, however, are often left out of such conversations. Intervention In this context, we examine Call of Duty: Modern Warfare (MW) as a violent videogame that might suggest design principles useful for effecting emotional experiences, a key element to the formation of memories and therefore learning. Methods Through narrative description of two missions from MW and interleaved discussion of its mechanics, we contend even violent videogames might inform the design of interactive learning experiences. Results We highlight how MW ’s mechanics (a) are designed to constrain player’s actions to facilitate visceral experiences, while being (b) thoughtfully juxtaposed with typical first-person shooter mechanics, to (c) create opportunities to develop what we call civic empathy , the ability to understand—even share to some extent—the feelings of another person with whom one shares a common affiliation with and responsibility to one or more social groups. We also highlight the concept of global civic empathy , in which one includes the world’s citizens as co-members of a global community. Discussion Learning from simulations and games is often discussed through the lens of actions made available to players. Our contribution is the flip side of that coin—what a game or simulation prevents players from doing—is equally important. Limitations We played these missions ourselves. We therefore limit our conclusions to our own experiences, though we contend our findings may inform the design of learning games and simulations. Conclusion In simplest terms, our theory of action is this: (1) Constraining mechanics (2) create juxtaposition and cognitive dissonance, which in turn (3) create emotional experiences that serve as rich sites for complex learning (empathy development) to take place.","PeriodicalId":47521,"journal":{"name":"SIMULATION & GAMING","volume":"54 1","pages":"167 - 183"},"PeriodicalIF":2.0,"publicationDate":"2023-02-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"41382223","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":"When do games end?","authors":"M. Schijven, T. Kikkawa","doi":"10.1177/10468781221139530","DOIUrl":"https://doi.org/10.1177/10468781221139530","url":null,"abstract":"","PeriodicalId":47521,"journal":{"name":"SIMULATION & GAMING","volume":"54 1","pages":"3 - 4"},"PeriodicalIF":2.0,"publicationDate":"2023-02-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"45098740","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}
Shawn M. Doherty, Andrew C Griggs, E. Lazzara, J. Keebler, B. Gewertz, Tara N. Cohen
{"title":"Planning an Escape: Considerations for the Development of Applied Escape Rooms","authors":"Shawn M. Doherty, Andrew C Griggs, E. Lazzara, J. Keebler, B. Gewertz, Tara N. Cohen","doi":"10.1177/10468781231154596","DOIUrl":"https://doi.org/10.1177/10468781231154596","url":null,"abstract":"Background Teams are essential to a wide array of applications and organizations often utilize varying interventions to improve the effectiveness of their teams. Due to their collaborative and modifiable characteristics, escape rooms are being increasingly utilized as an avenue to both deliver team interventions and to function as testbeds in research. Escape rooms are complex, interdependent activities which warrant careful planning to be effectively implemented. Despite the growing literature base concerning escape rooms, there is still limited practical guidance to inform the development of an escape room. Aim The purpose of this article is to provide seven considerations that are relevant to the development, implementation, and effectiveness of an escape room. Specifically, guidance is provided in determining the objectives, identifying a theme, assigning the roles, establishing participant interdependence, selecting a venue, designing the puzzles, and creating the assessments. Conclusion The considerations provided in this article can advance the science underlying the use of escape rooms and preclude difficulties associated with their use.","PeriodicalId":47521,"journal":{"name":"SIMULATION & GAMING","volume":"54 1","pages":"150 - 166"},"PeriodicalIF":2.0,"publicationDate":"2023-01-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"43476652","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":"Why is Serious Gaming Important? Let’s Have a Chat!","authors":"M. Schijven, T. Kikkawa","doi":"10.1177/10468781231152682","DOIUrl":"https://doi.org/10.1177/10468781231152682","url":null,"abstract":"There are many reasons why serious gaming can be important. Here are a few. Serious gaming can be used as a tool for education and training. For example, military organizations and businesses often use serious games to train employees and simulate real-world scenarios. Gaming can also be used to promote physical and mental health. For example, some serious games have been designed to help people with disabilities or chronic conditions to improve their mobility, or cognitive skills. Indeed, serious gaming can be used to encourage social interaction and teamwork. For example, online multiplayer games can bring people together from all around the world to work towards a common goal. And the technology can be used as a form of entertainment and a way to relax and unwind. Many people enjoy the challenge and enjoyment of playing games, and serious gaming can provide an engaging and immersive experience. Overall, serious gaming can have a range of benefits depending on how it is used and the goals of the person playing the game. So, we welcome articles on its research in all areas. But why, given the proposed benefits mentioned (non-exclusively above), should we keep researching it?","PeriodicalId":47521,"journal":{"name":"SIMULATION & GAMING","volume":"54 1","pages":"147 - 149"},"PeriodicalIF":2.0,"publicationDate":"2023-01-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"41733748","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":"Med Sim Studio: An Open-Access Simulation Platform for Running and Sharing Dynamic Display of Patient Data in Package Scenarios","authors":"Adam Blumenberg, David Kessler","doi":"10.1177/10468781221147467","DOIUrl":"https://doi.org/10.1177/10468781221147467","url":null,"abstract":"Background/Objectives Specialized software may augment in-situ simulation, remote learning, oral boards preparation, and personalized remediation through simulation. Simulation educators often lack access to simulation software that meets their needs because existing software packages are cost prohibitive, have design gaps, or are not user friendly. Additionally, educators require the ability to easily author their own customized cases and share them with colleagues via an integrated software platform. Methods A needs assessment was performed by interviewing simulation educators, residents, medical students, and residency assistant program directors. Based on this, the software platform Med Sim Studio was developed to include vital sign monitoring, hundreds of high-resolution medical images, a video ultrasound library, documentation, evaluation tools, packaged cases reflecting the core EM curriculum, case authoring and sharing ability, and an easy-to-use interface. Over the course of a year and a half, the software was programmed using C++ on Microsoft Visual Studio. Users can author cases which are stored as JSON data objects and can be shared via email, portable media, or retrieved through a central MySQL database. Discussion Med Sim Studio joins other free software resources for simulation with the addition of unique features including immediate access to a comprehensive suite of medical visual stimuli, automated documentation and data collection, cases pre-loaded with the relevant background information and images, and the ability to customize and share cases instantly. Med Sim Studio allows educators to propagate their own scholarship through case sharing functionality. These can be transferred online (via the embedded database functionality or through email attachments), or via portable media (such as USB drive or optical disk). The case-sharing aspect of Med Sim Studio simplifies the process for simulation educators to contribute novel cases and promote the community of medical education.","PeriodicalId":47521,"journal":{"name":"SIMULATION & GAMING","volume":"54 1","pages":"131 - 143"},"PeriodicalIF":2.0,"publicationDate":"2022-12-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"65683795","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":"Guidelines of Serious Game Design for Promoting Reframing","authors":"Lanlan Gao, Rupert R. Ward, Carlo Fabricatore","doi":"10.1177/10468781221144787","DOIUrl":"https://doi.org/10.1177/10468781221144787","url":null,"abstract":"Background. Reframing could be considered to represent individual and collective twofold values in social learning. When reframing is promoted, it benefits to generate learning processes involving collective inquiry occurring in inter and outer formal education. Digital games, popular as an application for the young generation, are considered a specific community in which social learning occurs by playing games. Serious games (SG) are a type of digital game involving educational purposes. Hence SG is selected as a suitable educational strategy to promote reframing. The previous research investigated features of a gameplay experience associated with reframing. This study develops further based on these game features to examine if/how they improved reframing capabilities. From an educational perspective, specific guidelines were proposed as the research findings to assist serious games in designing and applying game features to enhance the gameplay experience of reframing. Methods. An expert evaluation was used to assess the guidelines. The seven experts with experience in game design and teaching were chosen to review the designed guidelines. These experts were required to rate the guidelines using a 5-point Likert scale. All experts offered positive feedback on the finding. Results. Research data were analysed and validated via the Content Validity Index. The results showed that a total of 5 guidelines was remained and updated. Conclusion. These guidelines can be applied to assist students, game designers, related educators, and researchers who use games to promote reframing or require evidence to link game features with social learning.","PeriodicalId":47521,"journal":{"name":"SIMULATION & GAMING","volume":"54 1","pages":"68 - 84"},"PeriodicalIF":2.0,"publicationDate":"2022-12-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"48005163","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":"Students as policymakers and policy advocates: Role-playing evidence-based health policies","authors":"S. Almubarak","doi":"10.1177/10468781221143052","DOIUrl":"https://doi.org/10.1177/10468781221143052","url":null,"abstract":"Background Role playing has been increasingly utilized as a teaching strategy in the health discipline. However, the utilization of role playing within the field of health policy and systems research, while imperative, remains limited. Thus, this study documented and described a role playing activity and explored students’ experiences within the context of evidence-based health policy. Method The role playing activity was conducted as part of a course assessment – evidence-based health policy brief at a university in Saudi Arabia. Six graduate level students who were enrolled in the course participated in the activity. Through a mixed method approach, the study collected data from different sources including assessment forms, surveys, written reflections, and observational notes, to explore students experiences with the role playing activity. Data analysis included descriptive statistics for quantitative data and content analysis for qualitative data. Results Students reported an overall positive experience with the role playing activity. The activity provided them with an experience mimicking real scenarios, while playing roles of policy advocates and policymakers. Additionally, the activity contributed to students’ knowledge acquisition and expansion as well as skills development relevant to policymaking. Conclusion The study’s findings contribute to the current literature on the utilization of simulation within the health discipline, with valuable contribution to the field of health policy and systems research. Implications of the study require attention from respective policymakers, practitioners, and academicians.","PeriodicalId":47521,"journal":{"name":"SIMULATION & GAMING","volume":"54 1","pages":"45 - 67"},"PeriodicalIF":2.0,"publicationDate":"2022-12-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"48685327","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}