Simulation & Gaming: The Best Member Benefit You’re Not Using

Did you know that NASAGA Members get free access to a leading international forum for the exploration and development of simulation/gaming methodologies used in education, training, consultation, and research? For more than five decades, Simulation & Gaming: An Interdisciplinary Journal of Theory, Practice and Research has appraised academic and applied issues in the expanding fields of simulation, computer- and internet-mediated simulation, virtual reality, educational games, video games, industrial simulators, active and experiential learning, case studies, and related methodologies. Here’s just a small taste of what S&G has featured in the last year alone; if you’re not using it, you’re missing out!

Exploring the Potential of Using a Text-Based Game to Inform Simulation Models of Risky Migration Decisions

In this paper, we explore the potential of games to collect empirical data for informing agent-based simulation models of migration. To examine the usefulness of game-based approaches, we conducted a simple, yet carefully designed psychological experiment.

The Therapeutic Potential of Gaming - Body and Mind Benefits

Gaming, once perceived merely as a recreational activity, has emerged as a potential therapeutic tool for enhancing both physical and mental well-being. Recent studies are shedding new light on the benefits of gaming for the body and mind. Indeed, we may assume gaming has influence on the development of the brain, both for youngsters –promoting better hand/eye coordination, as for seniors –improving memory and recall capacity. But do we really know what health parameters are positively impacted when gaming, and for whom? What evidence is there, and how to advise healthcare professionals on the lookout to incorporate gaming, including exergaming, into patient care best?

Virtual Patient Simulations in Nursing Education: A Descriptive Systematic Review

Virtual patients commonly train students in clinical competence in nursing education. This review aimed to evaluate the sample characteristics and sampling method, technological design of the virtual patients, duration of simulation methods, comparison methods used in control groups, outcomes of simulation interventions, and quality of the included randomized controlled studies.

Gamification and Gaming in Cryptocurrency Education: A Survey with Cryptocurrency Investors and Potential Investors

In recent years, cryptocurrency has increasingly sparked interest among investors. Many people have invested in this field without adequate knowledge. Existing research has shown that using game design elements can be an effective method of education. Such learning interventions can potentially be a good match for educating market investors, as they provide risk-free simulations for novice investors to gain practical experience without having to be concerned about real financial losses. However, it is unclear how market investors perceive gamified and game-based learning interventions and whether they would adopt them for cryptocurrency education.

Personnel Training for Common Facility Management Issues in Thermal Energy Storage Chiller Plant using a Serious 3D Game

This study introduces an innovative personnel training method for facility management and maintenance of Thermal-Energy-Storage (TES) chiller plants using a serious 3D game. Training games can improve the decision-making of personnel where they can learn to deal with management of TES chiller plants in the context of this study in an active learning approach.

The Funnel of Game Design – An Adaptive Game Design Approach for Complex Systems

In a world of ever-increasing complexity, organizations and people have an ever-increasing need for support systems that help them understand and shape the world around them. While simulation game design derived from the very idea to propose an instrument able to address complexity, seminal approaches dealt with a different level of complexity. In a networked, digitalized world, complexity has increased, and traditional approaches towards designing games show certain shortcomings that have to be overcome.

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