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Simulation & Gaming: An Interdisciplinary Journal of Theory, Practice and Research
(S&G) is the world's foremost scientific review devoted to
academic and applied issues in the increasingly popular methodology of
simulation/gaming as used in education, training, consultation and research
round the world. Simulation/gaming is to be taken in its broadest meaning,
to encompass such areas as simulation, computerized simulation, internet
simulation, gaming, simulation/gaming, serious games, educational games,
training games, e-games, internet games, video games, policy exercises,
day-in-the-life simulations, planning
exercises, debriefing, analytic discussion, post-experience analysis, modeling,
virtual reality, game theory, role-play, role-playing, play, active learning,
experiential learning, learning from experience, toys, augmented reality,
playthings, structured exercises, education games, alternative purpose games,
edutainment, digital game-based learning, immersive
learning, brain games, social impact games, games for change, games for good,
synthetic learning environments, synthetic task environments. This
bi-monthly
journal examines the methodologies and explores their application to learning
about and understanding real-world
problems and situations. |
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The broad scope and
multidisciplinary nature of S&G is demonstrated by the variety of its readers and contributors. They work in
many areas, including: sociology, political science, economics, education, cognition, psychology, social-psychology, social psychology, management, business, marketing, government, entrepreneurship, environmental issues, health, medicine, nursing, research methodology, communication, environment,
policy, planning, energy, utilities, natural resources, educational, technology, computing, geography, climate change, multi-culturalism, multi-cultural, intercultural, culture, organization studies, negotiation, mediation, history, peace studies, business, statistics, decision making, conflict management, cognition, communication, political science, language learning, media, video games, learning
theory, international studies, agriculture, educational technology, information technology.
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