45 Game Based Learning Journals

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A compilation of journal sources associated with Game-Based Learning, Simulations, Serious Games, Gamification, Virtual Reality, Immersive Learning.

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45 Game Based Learning Journals

  1. 1. 1 GAME BASED LEARNING / SIMULATIONS / SERIOUS GAMES / GAMIFICATION JOURNALS BY MICHAEL J. D. SUTTON, PHD Compilation of Journals: Information Sources for the Topics of Game-Based Learning, Simulations, Serious Games, Gamification, Virtual Reality, and Immersive Learning. Date of Publication:Dec. 30, 2016 Author: Michael Sutton,PhD Publisher:FUNIFIFCATION LLC,Boise,ID,USA Copyright © 2016, Michael Sutton(exceptforwebsite excerptsof journal descriptions)
  2. 2. 2 GAME BASED LEARNING / SIMULATIONS / SERIOUS GAMES / GAMIFICATION JOURNALS BY MICHAEL J. D. SUTTON, PHD Forward My questforhighqualityresearchassociatedwith Game-BasedLearning, Simulations,SeriousGames, Gamification,VirtualReality,Immersive Learning,etc.hasbeenquite achallenge.Inattemptingtoscour the Inetlookingforuseful material,Ihave compliedadefinitivelistof journal SOURCEs,currenttoDec. 31, 2016. I am sharingthiswithmyreadersinthe hope that: 1. You will findthisinformationveryuseful. 2. Thisinformationwillsave yousignificanttime andresources. 3. If I have missedanyjournal,youwill updateme onthe title,URL,and descriptionsoI can keep thisresource up-to-date. The original listwasalmost25 MS-Wordpages.Thus,for the purposesof the LinkedInPulse Blog,I had to breakup the material into3 parts. The original documentisdownloadable fromSlideshare and appearsas a documentonmy LinkedInProfile. The journalsare inalphabetical order bytitle,withall articlesignored.Anyerrorsintroducedintothe descriptionsare mine,althoughIrelieduponacut/paste fromeach website. The documentbeginswithanoverall alphabetical listof the journal titles,followed by detailedinformationassociatedwitheachjournal. The descriptionof eachjournal iscopyrightof that journal,andrepeatedhere forutility. A follow-ondocumentwillbe publishedinthe new yearthatwill containdetailedinformation associatedwith conference proceedings andoccasional publications relatingtothese topics. Ithinkthe availabilityof thistool istimelyandnecessary.Helpme keepitup-to-date. Dec. 30, 2016. Michael Sutton, PhD Chief Gamification Officer/Chief Knowledge Officer FUNIFICATION LLC Committed to Gamification, Serious Games, VR/AR, Simulations, & Immersive Learning Environments Boise,ID,USA 83714-8883 c/ (801) 910-3739 e/ michaeljdsutton@gmail.com w/ http://www.linkedin.com/in/michaeljdsutton
  3. 3. 3 GAME BASED LEARNING / SIMULATIONS / SERIOUS GAMES / GAMIFICATION JOURNALS BY MICHAEL J. D. SUTTON, PHD JOURNAL TITLE LIST AMERICAN JOURNALOF PLAY® ANALOGGAME STUDIES BOARD GAME STUDIES JOURNAL THE COMPUTER GAMES JOURNAL ELUDAMOS. JOURNAL FORCOMPUTER GAME CULTURE ENTERTAINMENTCOMPUTING GAME & PUZZLE DESIGN G|A|M|E: The ItalianJournal of Game Studies GAME STUDIES: INTERNATIONALJOURNALOFCOMPUTER GAMES RESEARCH GAMES ANDCULTURE: A JOURNALOF INTERACTIVEMEDIA THE GAMES JOURNAL:A MAGAZINE ABOUT BOARDGAMES GAMES FORHEALTH JOURNAL: RESEARCH,DEVELOPMENT, ANDCLINICALAPPLICATIONS IEEE TRANSACTIONSON COMPUTATIONALINTELLIGENCEANDAI IN GAMES INTERNATIONALCOMPUTERGAMES ASSOCIATION INTERNATIONALJOURNALOFCOMPUTER GAME DEVELOPMENT ANDEDUCATION (CGDEIJ) INTERNATIONALJOURNALOFCOMPUTER GAMES TECHNOLOGY INTERNATIONALJOURNALOFEDUCATIONALTECHNOLOGYIN HIGHER EDUCATION INTERNATIONALJOURNALOFGAME-BASEDLEARNING INTERNATIONALJOURNALOFGAME THEORY ANDTECHNOLOGY (IJGTT) INTERNATIONALJOURNALOFGAMINGAND COMPUTER-MEDIATED SIMULATIONS(IJGCMS) INTERNATIONALJOURNALOFINTERACTIVEWORLDS(IJIW) INTERNATIONALJOURNALOFPLAY INTERNATIONALJOURNALOFROLE-PLAYING INTERNATIONALJOURNALOFSERIOUS GAMES INTERNATIONALJOURNALOFVIRTUALREALITY INTERNATIONALJOURNALOFVIRTUALANDAUGMENTED REALITY (IJVAR)
  4. 4. 4 GAME BASED LEARNING / SIMULATIONS / SERIOUS GAMES / GAMIFICATION JOURNALS BY MICHAEL J. D. SUTTON, PHD JOURNALOF BOARDGAME DESIGN JOURNALOF GAME DESIGN AND DEVELOPMENT EDUCATION (JGDDE) JOURNALOF GAME, GAME ART, ANDGAMIFICATION (JGGAG) JOURNALOF GAMING & VIRTUAL WORLDS JOURNALOF GAMES CRITICISM JOURNALOF IMMERSIVE EDUCATION JOURNALOF INTERACTIVELEARNINGRESEARCH(JILR) JOURNALOF MEDICAL INTERNET RESEARCH (JMIR) SERIOUSGAMES JOURNALOF VIRTUAL REALITY ANDBROADCASTING JOURNALOF VIRTUAL WORLDS ANDEDUCATION JOURNALOF VIRTUAL WORLDS RESEARCH KINEPHANOS LEARNING,MEDIA ANDTECHNOLOGY THE LEARNINGRUSH SIMULATION AND GAMING: AN INTERNATIONALJOURNALOFTHEORY, PRACTICEAND RESEARCH VIRTUAL CREATIVITY(FORMERLY: METAVERSE CREATIVITY) VIRTUAL EDUCATION JOURNAL VIRTUAL REALITY WELL PLAYED: A JOURNALON VIDEOGAMES, VALUE ANDMEANING
  5. 5. 5 GAME BASED LEARNING / SIMULATIONS / SERIOUS GAMES / GAMIFICATION JOURNALS BY MICHAEL J. D. SUTTON, PHD JOURNAL DETAILS AMERICAN JOURNAL OF PLAY® http://www.journalofplay.org/ Description An interdisciplinarypublicationof The Strong,the AmericanJournal of Play® isaforumfordiscussingthe history,science,andculture of play.The Journal aimstoincrease awarenessandunderstandingof the role of playin learningandhumandevelopmentandthe waysinwhich playilluminatesculturalhistory. The AmericanJournal of Playispeer-reviewedandwritteninastraightforwardstyleforwide readership of educators,psychologists,playtherapists,sociologists,anthropologists,folklorists,historians,museum professionals,toyandgame designers,policymakers,andotherswhoconsiderplayforavarietyof reasonsandfrom variousperspectives. The AmericanJournal of Playprovidesthought-provokingcontentfromprominentresearchers,thinkers, and writersaroundthe world.Inarticles,interviews,andbookreviewstheyexplore playthrougha varietyof perspectivesandlenses,includingbutnotlimitedto:  Childdevelopment  Education  Psychology  Sociology  Anthropology  Neuroscience  History  Popularculture  Folklore  Museumstudies  Technologyandplay In short,the AmericanJournal of Playincludesmaterial thatsynthesizesandputsintoperspectivemajor themesof playscholarship;summarizesemergingareasof playresearch;presentssignificantnew researchaboutplay;illuminatesthe importantrole of playinlearningandhumandevelopment throughoutthe life cycle;examinesthe interrelationshipof playtootheraspectsof humanendeavor; explicatessocial,cultural,educational,andpublicpolicyissuesrelatedtoplay;andexplorescultural historythroughthe worldof play. A Publicationof The Strong The American Journalof Play ispublishedby The Strong,a highlyinteractive,collections-based educational institutiondevotedtothe studyandexplorationof play.The Strongishome to the InternationalCenterfortheHistory of Electronic Games,the NationalToy Hall of Fame,the World Video Game Hall of Fame,theBrian Sutton-Smith Library and Archivesof Play,theWoodbury School,and the
  6. 6. 6 GAME BASED LEARNING / SIMULATIONS / SERIOUS GAMES / GAMIFICATION JOURNALS BY MICHAEL J. D. SUTTON, PHD American Journalof Play and housesthe world’slargestandmostcomprehensivecollectionof historical materialsrelatedtoplay. ANALOG GAME STUDIES http://press.etc.cmu.edu/content/analog-game-studies-volume-i Description AnalogGame Studiesisa bi-monthyjournal forthe researchandcritique of analoggames.We define analoggamesbroadlyand include workontabletopandlive-actionrole-playinggames,boardgames, card games,pervasive games,game-likeperformances,carnival games,experimentalgames,andmore. AnalogGame Studieswasfoundedtoreserve aspace forscholarshiponanaloggamesinthe widerfield of game studies. BOARD GAME STUDIES JOURNAL https://www.degruyter.com/view/j/bgs Description Board Game Studiesisanacademicjournal forhistorical andsystematicresearchonboardgames.Its objectisto provide aforumfor board gamesresearchfromall academicdisciplinesinordertofurther the understandingof the developmentanddistributionof boardgameswithinaninterdisciplinary academiccontext. BGSJ issponsoredbyInteruniversityCentre forthe Historyof Science andTechnology(CIUHCT) –Faculty of Sciences,Universityof Lisbon,andFacultyof SciencesandTechnology,NewUniversityof Lisbon, whichisfundedbyFundaçãopara a Ciênciae Tecnologia(FCT) andpartlybyEuropeanUnionfunding, includingCOMPETE2020 and Portugal 2020. THE COMPUTER GAMES JOURNAL http://link.springer.com/journal/volumesAndIssues/40869 Description The ComputerGamesJournal isa worldwide,peer-reviewedpublicationprovidingknowledgeable,well- writtenarticlesfromacademicsandpractitionersthatare relevanttothe gamesindustry.Itaimsto encourage andpromote researchintogamesdevelopmentandthe gamesindustryasa whole.The journal publishesup-to-dateresearchandopinionsoncurrentgamesdevelopmentandindustryissues, and alsoprovidesaformatfor airingground-breakingdissertationsandessaysfromcomputingand gamesstudents. Topicsof interestinThe ComputerGamesJournal include,butare notrestrictedto:  gamesprogrammingandtechnology  graphics,audioandstoryboarding  entrepreneurshipandbusinessmodels  game genres,andgamers'preferencesandpurchasinghabits  IP andownershipissues
  7. 7. 7 GAME BASED LEARNING / SIMULATIONS / SERIOUS GAMES / GAMIFICATION JOURNALS BY MICHAEL J. D. SUTTON, PHD  the moral andlegal implicationsof game content(namelyviolence andotheradultthemesin games),andthe behaviorof gamers(e.g.'griefers') ELUDAMOS. JOURNAL FOR COMPUTER GAME CULTURE http://www.eludamos.org/index.php/eludamos Description ELUDAMOS isan international, multi-disciplined,biannuale-journal thatpublishespeer-reviewed articlesthattheoreticallyand/orempiricallydeal withdigital gamesintheirmanifoldappearancesand theirsociocultural-historical contexts.ELUDAMOSpositionsitself asapublication thatfundamentally transgressesdisciplinaryboundaries.The aimisto joinquestionsaboutandapproachestocomputer gamesfromdecidedlyheterogeneousscientificcontexts(forexamplecultural studies,mediastudies, (art) history,sociology,(social) psychology,andsemiotics) and,thus,toadvance the interdisciplinary discourse ondigital games.Thisapproachdoesnotexclude questionsaboutthe distinctfeaturesof digital gamesandan aestheticandcultural formof articulation,onthe contrary,the issue isto distinguishtheirmediaspecificcharacteristicsaswell astheirsimilaritytootherformsof aestheticand cultural practice.That way,the editorswouldlike tocontribute tothe lastingdistinctionof international game studiesasan academicdiscipline. ENTERTAINMENT COMPUTING https://www.journals.elsevier.com/entertainment-computing/ Description EntertainmentComputingpublishesoriginal,peer-reviewedresearch articlesandservesasaforumfor stimulatinganddisseminatinginnovativeresearchideas,emergingtechnologies,empirical investigations,state-of-the-artmethodsandtoolsinall aspectsof digital entertainment,new media, entertainmentcomputing,gaming,robotics,toysandapplicationsamongresearchers,engineers,social scientists,artistsandpractitioners.Theoretical,technical,empirical,surveyarticlesandcase studiesare all appropriate tothe journal. Specificareasof interestinclude:  Computer,video,console andinternetgames  Cultural computingandcultural issuesinentertainment  Digital newmediaforentertainment  Entertainmentrobotsandrobotlike applications  Entertainmenttechnology,applications,applicationprograminterfaces,andentertainment systemarchitectures  Human factorsof entertainmenttechnology  Impact of entertainmenttechnologyonusersandsociety  Integrationof interactionandmultimediacapabilitiesinentertainmentsystems  Interactive televisionandbroadcasting  Interactive artand entertainment
  8. 8. 8 GAME BASED LEARNING / SIMULATIONS / SERIOUS GAMES / GAMIFICATION JOURNALS BY MICHAEL J. D. SUTTON, PHD  Methodologies,paradigms,tools,andsoftware/hardware architecturesforsupporting entertainmentapplications  Mixed,augmentedandvirtual realitysystemsforentertainment  Newgenresof entertainmenttechnology  SeriousGamesusedineducation,training,andresearch  Simulation/gamingmethodologiesusedineducation,training,andresearch  Social mediaforentertainment GAME & PUZZLE DESIGN http://gapdjournal.com/ Description Game & Puzzle Designisapeer-reviewedprintjournal publishinghighqualityworkonall aspectsof game and puzzle design.The journal aimstobringtogetherdesignersandresearchersfromavarietyof backgrounds,tofostera deeperunderstandingof gamesand facilitatethe creationof new highquality gamesand puzzles.We are particularlyinterestedinthe intersectionbetweentraditional anddigital game design,andthe pointsat whichthese disciplinesconverge anddiverge. Submissionsmaypertaintoanytype of game or puzzle – abstract, physical,printed,digital,etc. –but shouldfocusonunderlyingmechanicsorgameplayratherthanvisual design.The emphasiswill be on traditional gamesandpuzzles,althoughsubmissionsondigital games(otherthanmajorAAA video games) are alsowelcome,especiallywhere linksare drawnbetweentraditional anddigital design approaches. We encourage authorstoexplore general designprinciplesthatcan be extrapolatedtoothertypesof gamesinother contexts.Strategy andcomplexityanalysesare welcome where theyare relevantto some aspectof design.The scope isdeliberatelykeptbroad. Examplesof suitable topicsinclude,butare notlimitedto:  Case studiesof gamesandpuzzlesshowingkeyaspectsof design.  Analysesof newgamesandpuzzlesfromadesignperspective.  Good designpractices,theirgeneralisationandapplication.  Computational methodsforautomatedgame analysisanddesign.  The psychologyof playand the aestheticsof design.  Designgrammarsand the vocabularyof game design.  Reuse of knowndesignprinciplesinnew contexts.  Designissuesinimplementingdigital versionsof traditional games.  Patterns/antipatternsthatleadtogood/baddesigns.  Distinguishingclonesandvariantsfromnew games.  Intellectual propertyissuesrelatedtoauthorshipingame design. G|A|M|E: The Italian Journal of Game Studies http://www.gamejournal.it/about/about-eng/
  9. 9. 9 GAME BASED LEARNING / SIMULATIONS / SERIOUS GAMES / GAMIFICATION JOURNALS BY MICHAEL J. D. SUTTON, PHD Description G|A|M|E isa journal dedicatedtoa comparative,critical andtheoretical analysisof videogames. WithG|A|M|E, we intendtocompile avariedselectionof scholarlyandcritical workonvideogames and theirrelationshipwiththe artsandmedia,creatingthe space fora broad range of perspectivesfrom all overthe world. G|A|M|E isgoingto be collectivelyeditedbyaneditorial committee,aseriesof regularcontributors, and an AcademicAdvisoryBoard.The latterwill alsosetthe journal’smissionandensure the thoroughnessof itsresearchmethods. G|A|M|E aimsfor intellectual rigorconveyedwithclarity,soasto bestpromote a valuable space of exchange andconnectionbetweendiverse disciplinaryapproaches;encouragingcooperationbetween academicdepartments,associations,scholarsandresearchers. The objectivesof G|A|M|Einclude:  Provisionof acritical and theoretical perspective onvideogames,approachedasa large and variedsetof cultural and aestheticobjects;  The study of the technical,aesthetic,andhistorical evolutionof games,bothasmeaningfultexts and social objects;  A considerationof gamesinthe contextof theirrelationswithtechnologyandthe evolutionof leisure,asabroad and encompassingvisionof gamingculture;  A strongfoundationintheoretical approaches,includingbothGame Studiesandthe broader traditionsof MediaStudiesandthe Humanities. GAME STUDIES: INTERNATIONAL JOURNAL OF COMPUTER GAMES RESEARCH http://gamestudies.org/ Description The goal isto explore the richcultural genre of games;togive scholarsa peer-reviewedforumfortheir ideasandtheories;toprovide anacademicchannel forthe ongoingdiscussionsongamesandgaming. Game Studiesisanon-profit,open-access,cross-disciplinaryjournaldedicatedtogamesresearch. The primaryfocusis aesthetic,cultural andcommunicative aspectsof computergames,butanypreviously unpublishedarticle focusedongamesandgamingiswelcome.Proposedarticlesshouldbe jargon-free, and shouldattempttoshednewlightongames,ratherthan simplyuse gamesasmetaphoror illustrationof some othertheoryorphenomenon. Game Studiesispublishedwiththe supportof:The SwedishResearchCouncil (Vetenskapsrådet),The JointCommittee forNordicResearchCouncilsforthe Humanitiesandthe Social Sciences,ITUniversity of Copenhagen,andLundUniversity GAMES AND CULTURE: A JOURNAL OF INTERACTIVE MEDIA https://us.sagepub.com/en-us/nam/games-and-culture/journal201757#description
  10. 10. 10 GAME BASED LEARNING / SIMULATIONS / SERIOUS GAMES / GAMIFICATION JOURNALS BY MICHAEL J. D. SUTTON, PHD Description Gamesand Culture:A Journal of Interactive Mediaisan international journal thatpublishesinnovative theoretical andempirical researchaboutgamesandculture withininteractivemedia.The journal serves as a premiere outletforground-breakingworkinthe fieldof game studies. Gamesand Culture'sscope includesthe socio-cultural,political,andeconomicdimensionsof gaming froma wide varietyof perspectives,includingtextual analysis,political economy,cultural studies, ethnography,critical race studies,genderstudies,mediastudies,publicpolicy,internationalrelations, and communicationstudies.Otherarenasinclude the following:  Issuesof gamingculture related torace,class,gender,andsexuality  Issuesof game development  Textual andcultural analysisof gamesasartifacts  Issuesof political economyandpublicpolicyinbothUSand international arenas Of primaryimportance will be bridgingthe gapbetweengamesstudiesscholarshipinthe UnitedStates and inEurope. One of the primarygoalsof the journal isto fosterdialogue amongthe academic,design,development, and researchcommunitiesthatwill influence bothgame designandresearchaboutgameswithin variouspubliccontexts. A secondgoal isto examine how gamingandinteractive mediaare beingused outside of entertainment,includingineducation,forthe purposesof training,formilitarysimulation, and forpolitical action. Gamesand Culture:A Journal of Interactive Mediainvitesacademics,designersanddevelopers,and researchersinterestedinthe growingfieldof game studiestosubmitarticles,reviews,orspecial issues proposalstothe editor. Gamesand Culture isan interdisciplinarypublication,andtherefore it welcomessubmissionsbythose workinginfieldssuchasCommunication,Anthropology,Computer Science,English,Sociology,MediaStudies,Cinema/TelevisionStudies,Education,ArtHistory,andVisual Arts. THE GAMES JOURNAL: A MAGAZINE ABOUT BOARDGAMES http://www.thegamesjournal.com/ Description The GamesJournalwas a monthlymagazine aboutboardgameswhichranfromJuly,2000 until September,2005. A decliningnumberof submissionsforced the journal toshutitsdoors (metaphoricallyspeaking) andabandonthe regular,monthlyissues.However,we have keptthe site up and runningsince we feel thatthere isgreatvalue inthe articles,reviews,puzzles,lettersandoriginal rulesthatwe publishedduring the journalsactive phase.Pleasevisitthe archivestoview everything everpublished. GAMES FOR HEALTH JOURNAL: RESEARCH, DEVELOPMENT, AND CLINICAL APPLICATIONS http://m.liebertpub.com/G4H Description
  11. 11. 11 GAME BASED LEARNING / SIMULATIONS / SERIOUS GAMES / GAMIFICATION JOURNALS BY MICHAEL J. D. SUTTON, PHD Gamesfor HealthJournal:Research,Development,andClinical Applicationsisabimonthlypeer- reviewedjournal dedicatedtothe development,use,andapplicationsof game technologyforimproving physical andmental healthandwell-being.The Journal breaksnew groundasthe firstto addressthis emerging,widely-recognized,andincreasinglyadopted areaof healthcare. Gamesare rapidlybecominganimportanttool forimprovinghealthbehaviorsrangingfromhealthy lifestyle habitsandbehaviormodification,toself-managementof illnessandchronicconditionsto motivatingandsupportingphysical activity.Gamesare alsoincreasinglyusedtotrainhealthcare professionalsinmethodsfordiagnosis,medical procedures,patientmonitoring,aswell asfor respondingtoepidemicsandnatural disasters.GamesforHealthJournal isamustfor anyone interested inthe researchanddesignof healthgamesthatintegrate well-tested,evidence-basedbehavioral health strategiestohelpimprove healthbehaviorsandtosupportthe deliveryof care.  Nutrition,weightmanagement,obesity  Disease prevention,self-management,andadherence  Cognitive,mental,emotional,andbehavioral health  Gamesin home-to-clinictelehealthsystems IEEE TRANSACTIONS ON COMPUTATIONAL INTELLIGENCE AND AI IN GAMES http://ieeexplore.ieee.org/xpl/RecentIssue.jsp?punumber=4804728 Description The IEEE Transactionson Computational Intelligence andAIinGames(T-CIAIG) publishesarchival journal qualityoriginalpapersincomputationalintelligenceandrelatedareas inartificial intelligence appliedtogames,includingbutnotlimitedtovideogames,mathematical games,human–computer interactionsingames,andgamesinvolvingphysical objects.Emphasisisplacedonthe use of these methodstoimprove performance inandunderstandingof the dynamicsof games,aswell asgaining insightintothe propertiesof the methodsasappliedtogames.Italsoincludesusinggamesasa platformforbuildingintelligentembeddedagentsforthe real world.Papersconnectinggamesto all areas of computational intelligence andtraditional AIare considered. INTERNATIONAL COMPUTER GAMES ASSOCIATION https://icga.leidenuniv.nl/ Description The ICGA isa global organisationpromotingthe use of computersin“game”situations.The ICGA contributestothe experience of game- andcomputer-gameplayinginthe widestsense through education,entertainmentandacademicresearchinArtificial Intelligence. The aimsare:  to promote the demonstrationof ArtificialIntelligence viathe domainof computergames  to fosterthe communityof those interestedinthe theoryandpractice of computergaming  to promote competitioningamesthatinclude computerinvolvement  to add value,byeducationandentertainment,tothe humanexperience of game-playing.
  12. 12. 12 GAME BASED LEARNING / SIMULATIONS / SERIOUS GAMES / GAMIFICATION JOURNALS BY MICHAEL J. D. SUTTON, PHD Gameshave historicallybeenamajorpartof the world’scultures,perhapsinitiallyasa wayof modelling some aspectof societyina simple andsafe way.Today,computertechnologyisakeyforce for change: computergame-playingcombinesthesetwoelementsof the world.Computerinvolvementingame- and model-domainswillcontinuetoaddvalue tothe humanenjoymentof them, aswell ascreating knowledge andAItechniqueswhichcanbe usedmore widelyinimportantareaswhere complex search isinvolved.The ICGA contributesbypromotingthisactivityand the membershave includedmany leadingfiguresinComputerScience. The scope of the gamesdomainsnowincludesnotonlydiscrete,2-person,boardgamesof nochance and perfectinformation,butalsogamesthatare non-discrete,gamesthatinvolve chance,imperfect informationornegotiation,aswell asmanagementgamesandgamessuchas snookerandsoccer that have a strategyelement.In fact, any“game”in the widestsense of the word,providedalwaysthatsome strategyisrequiredtoplaythe game well.We intendtoexplore all of these gamesandmore,to introduce themin the journal,on the website andat the conferences,andtoorganize tournamentsfor them. INTERNATIONAL JOURNAL OF COMPUTER GAME DEVELOPMENT AND EDUCATION (CGDEIJ) http://airccse.org/journal/ijcgde/ Description Videogamescontinue toopennewfrontiersinentertainmentaswell asmore serious computing.The academicand industrial interestinthe design,development,andeducationof videogameshasbeen witnessinganever-increasinggrowthandthistrendisexpectedtocontinue.The aimof thisjournal isto bringout the latestdevelopments inall aspectsof videogame developmentandeducationinatimely manner.  Game design(scripts,arts&crafts, gameplay,animation,motioncapture,interface)  Game engine (architecture,algorithms,andotherimplementationissues)  Physicsbasedmodelinginavideogame  Optimizationissuesinavideogame  Testingandtestabilityissuesinvideogame development  Software engineeringissuesinvideogame development  Learningandadaptabilityissuesinavideogame  Seriousgames(creation,deployment,andusage fortraining)  Educationand curriculumissuesrelatedtovideogame  Impact of videogame onwell-beingof societyaswell asadverse effects  All aspectsof entertainmentcomputingandedutainment INTERNATIONAL JOURNAL OF COMPUTER GAMES TECHNOLOGY https://www.hindawi.com/journals/ijcgt/ Description
  13. 13. 13 GAME BASED LEARNING / SIMULATIONS / SERIOUS GAMES / GAMIFICATION JOURNALS BY MICHAEL J. D. SUTTON, PHD International Journal of ComputerGamesTechnologyisapeer-reviewed,OpenAccessjournal that publishesoriginal researchandreview articlesonboththe researchanddevelopmentaspectsof games technologycoveringthe whole range of entertainmentcomputingandinteractivedigitalmedia. INTERNATIONAL JOURNAL OF EDUCATIONAL TECHNOLOGY IN HIGHER EDUCATION https://educationaltechnologyjournal.springeropen.com/about Description Thisjournal aimsto: provide avehicle forscholarlypresentationandexchange of informationbetween professionals,researchersandpractitionersinthe technology-enhancededucationfield;contribute to the advancementof scientificknowledge regardingthe use of technologyandcomputersinhigher education;andinformreadersaboutthe latestdevelopmentsinthe applicationof information technologies(ITs) inhighereducationlearning,training,researchandmanagement. The journal welcomesresearchoninnovativeapproachesinapplyingtechnologytoenhance learning, designandeducational outcomes,includingquantitative,qualitative andhybridapproaches.Articleson appliedtheoryineducational practice are alsowelcomed,aswell asarticlesonthe practical applications of research,oncurrentpolicyinitiativesandevaluationsof research,theoretical,pedagogical and methodological issuesrelated toeducationaltechnology.Inaddition,the journal acceptscritical reviews on theoretical orpedagogical perspectives,new technologiesandthe use of IT inhighereducation. Authorsare encouragedto submitpapersrelated,butnotlimited,tothe followingtopicsof interest:  Innovationsandbestpracticesinonline learning,training,researchandmanagement  Educational technology,modelsandtrendsinhighereducation  Computer-supportedcollaborativelearning,trainingandresearch  Intelligenttutoringandmentoringsystems  Learninganalyticsandeducational datamining  Openaccesssystemsforlearningandtraining  Organisational andadministrative perspectivesof ITuse in highereducation  Universitygovernanceandleadershipinthe knowledge society  Institutionalpolicies,standardsandassessmentmethods  Modelsof highereducationpresenceandservice usingthe Internet  Internationalizationandcultural aspectsof onlinelearning,trainingandresearch INTERNATIONAL JOURNAL OF GAME-BASED LEARNING http://www.igi-global.com/journal/international-journal-game-based-learning/41019 Description The International Journal of Game-BasedLearning(IJGBL) isdevoted tothe theoretical andempirical understandingof game-basedlearning.Toachieve thisaim, the journal publishestheoretical manuscripts,empiricalstudies,andliterature reviews.The journal publishesthismultidisciplinary researchfromfieldsthatexplore the cognitiveandpsychological aspectsthatunderpinsuccessful educational videogames.The targetaudience of the journal iscomposedof professionalsand researchersworkinginthe fieldsof educational gamesdevelopment,e-learning,technology-enhanced
  14. 14. 14 GAME BASED LEARNING / SIMULATIONS / SERIOUS GAMES / GAMIFICATION JOURNALS BY MICHAEL J. D. SUTTON, PHD education,multimedia,educationalpsychology,andinformationtechnology.IJGBLpromotesanin- depthunderstandingof the multiplefactorsandchallengesinherenttothe designandintegrationof Game-BasedLearningenvironments. TopicsCovered  Adaptive gamesdesignforGame-BasedLearning  Designof educational gamesforpeoplewithdisabilities  Educational videogamesandlearningmanagementsystems  Game designmodelsanddesignpatternsforGame-BasedLearning  Instructional designforGame-BasedLearning  Integrationanddeploymentof videogamesinthe classroom  IntelligenttutoringsystemsandGame-BasedLearning  Learningbydesigninganddevelopingvideogames  Learningstyles,behaviorsandpersonalitiesineducationalvideogames  Mobile developmentandaugmentedrealityforGame-BasedLearning  Motivation,audioandemotionsineducational videogames  Role of instructors  Virtual worldsandGame-BasedLearning Mission The missionof the International Journal of Game-BasedLearning(IJGBL) isto promote knowledge pertinenttothe designof Game-BasedLearningenvironments,andtoprovide relevanttheoretical frameworksandthe latestempirical researchfindingsinthe fieldof Game-BasedLearning.The main goalsof IJGBL are to identify,explain, andimprovethe interactionbetweenlearningoutcomesand motivationinvideogames,andtopromote bestpracticesforthe integrationof videogamesin instructional settings.The journal ismultidisciplinaryandaddressescognitive,psychological and emotional aspectsof Game-BasedLearning.Itdiscussesinnovative andcost-effectiveGame-Based Learningsolutions.Italsoprovidesstudents,researchers,instructors,andpolicymakerswithvaluable informationinGame-BasedLearning,andincreasestheirunderstandingof the processof designing, developinganddeployingsuccessful educationalgames.IJGBLalsoidentifiesfuture directionsinthis neweducational medium. INTERNATIONAL JOURNAL OF GAME THEORY AND TECHNOLOGY (IJGTT) http://airccse.org/journal/ijgtt/ Description International Journal of Game TheoryandTechnology (IJGTT) isanopenaccesspeer-reviewedjournal that helpsbridge togetherboththe researchanddevelopmentaspectsof gamestheoryand technology. Game theoryisan inter-disciplinaryfieldthatfocusesonstudyinggames,creatinginnovative architecturesandexploresnewideastodevelopgameswhichcanbe usedforlearningpurposes.This journal providesaplatformforexchangingideas innew emergingtrendsthatneedsmore focusand exposure andwill attempttopublishproposalsthatstrengthen the goals.Topicsof interestinclude,but are notlimitedtothe following:
  15. 15. 15 GAME BASED LEARNING / SIMULATIONS / SERIOUS GAMES / GAMIFICATION JOURNALS BY MICHAEL J. D. SUTTON, PHD  Architectures  Decision- Making  Currentproblemsandnovel solutions  Dynamicgame playgeneration  Sharingand re-use of AIsystems  Multiple agentbehavior  ModelingPlayersstrategies  Social LearningandVideoGames  Dynamicgame play  DesignmodelsandpatternsforGame-BasedLearning  Natural Language Interaction  Game-BasedLearningTechnologies  Gamesfor Special NeedsEducation  Motivation-driveneducational gamesdesigns  Videogamesandlearningmanagementsystems  Productionanddeploymentof videogamesaslearningtools  Augmentedrealitygames  Developingnovelvideogames  Game-basedtutoringsystem  SimulationandGame-basedlearning  Virtual worldsandGame-BasedLearning  Mobile game-basedlearningevaluation  Embeddinginstructional designprinciplesingames INTERNATIONAL JOURNAL OF GAMING AND COMPUTER-MEDIATED SIMULATIONS (IJGCMS) http://www.igi-global.com/journal/international-journal-gaming-computer-mediated/1125 Description The International Journal of GamingandComputer-MediatedSimulations(IJGCMS) isapeer-reviewed, international journal devotedtothe theoretical andempiricalunderstandingof electronicgamesand computer-mediatedsimulations.The journal isinterdisciplinaryinnature;itpublishesresearchfrom fieldsanddisciplinesthatshare the goal of improvingthe foundational knowledgebase of gamesand simulations.The journal publishescritical theoretical manuscriptsaswell asqualitativeandquantitative researchstudies,meta-analyses,andmethodologically-soundcase studies.The journal alsoincludes bookreviewstokeepreadersonthe forefrontof thiscontinuouslyevolvingfield.Occasionalspecial issuesfromthe journal provide deeperinvestigationintoareasof interestwithineithergamingor simulations. TopicsCovered  Cognitive,social,andemotional impactof gamesandsimulations  Critical reviewsandmeta-analysesof existinggame andsimulationliterature
  16. 16. 16 GAME BASED LEARNING / SIMULATIONS / SERIOUS GAMES / GAMIFICATION JOURNALS BY MICHAEL J. D. SUTTON, PHD  Currentand future trends,technologies,andstrategiesrelatedtogame,simulation development,andimplementation  Electronicgamesandsimulationsingovernment,business,andthe workforce  Electronicgamesandsimulationsinteachingandlearning  Frameworkstounderstandthe societal andcultural impactsof gamesandsimulations  Impact of game and simulationdevelopmentuse onrace andgendergame and simulation design  Innovative andcurrentresearchmethodsandmethodologiestostudyelectronicgamesand simulations  Psychological aspectsof gaming  Teachingof gamesand simulationsatmultiple age andgrade levels Mission The International Journal of GamingandComputer-MediatedSimulations(IJGCMS) publishesresearch articles,theoretical critiques,andbookreviewsrelatedtothe developmentandevaluationof games and computer-mediatedsimulations.One maingoal of thispeer-reviewed,internationaljournal isto promote a deepconceptual andempirical understandingof the rolesof electronicgamesandcomputer- mediatedsimulationsacrossmultiple disciplines.A secondgoal isto helpbuildasignificantbridge betweenresearchandpractice onelectronicgamingandsimulations,supportingthe workof researchers,practitioners,andpolicymakers. INTERNATIONAL JOURNAL OF INTERACTIVE WORLDS (IJIW) http://ibimapublishing.com/journals/international-journal-of-interactive-worlds/ Description The aim of the International Journalof InteractiveWorlds(IJIW) is todisseminateresearchconductedin the area of Interactive Worldsanditsrelateddomains.Rangingfrommobile devicesthataugmentthe real worldto the virtual environmentsof simulationsandcomputergames,Interactive Worldshave establishedthemselvesaselementsof everydaylife. Due to the multidisciplinarynature of thisareathe Journal will welcome submissionscoveringawide range of topics.The emphasiswill be onthe publicationof highqualityarticles,fromdescriptionsof specificalgorithmstofull systemimplementations,rapidlyandfreelyavailabletoresearchers, practitionersanddecisionmakersworldwide.The journal will alsoorganiseregularspecial issues,as well asaccept state of the art reportsand communications. INTERNATIONAL JOURNAL OF PLAY http://www.tandfonline.com/loi/rijp20 Description The International Journal of Playisaninter-disciplinarypublicationfocusingonall facetsof play.Itaims to provide aninternational forumformono- andmulti-disciplinarypapersandscholarlydebateonall aspectsof play theory,policyandpractice fromacrossthe globe andacross the lifespan,andinall kinds of cultural settings,institutionsandcommunities.The journal will be of interesttoanthropologists,
  17. 17. 17 GAME BASED LEARNING / SIMULATIONS / SERIOUS GAMES / GAMIFICATION JOURNALS BY MICHAEL J. D. SUTTON, PHD educationalists,folklorists,historians,linguists,philosophers,playworkers,psychologists,sociologists, therapistsandzoologists. The journal welcomes:  Reportson researchprojects  Reviewworkacrossan areaof research  Papersconcernedwiththeory-practice links  Policycritiquesandexpositions  Reviewsandanalysisof contemporaryandhistorical publications  Essays,memoirs,andotherformsof reflective writing  Writingthat buildsonthe experience andvoicesof childrenandyoungpeople  Theoretical positionpapers. INTERNATIONAL JOURNAL OF ROLE-PLAYING http://ijrp.subcultures.nl/?page_id=2 Description The aim of The International Journal of Role-Playingistoact as a hybridknowledgenetwork,andbring togetherthe variedinterestsinrole-playingandthe associatedknowledgenetworks,e.g.academic research,the gamesand creative industries,the artsandthe strongrole-playingcommunities. The International Journal of Role-Playingisaresponse toa growingneedfora place where the various fieldsof role-playingresearchanddevelopment,coveringacademia,the gamesindustry,the artsand the strong non-academicrole-playingcommunitiesthatexistworldwide, canexchange knowledge and research,formnetworksandcommunicate. Since the release of D&Din 1974 Fantasyrole-playinggamesinitsmanyincarnations(tabletop,LARP, MUD and MMORPGs, mixedrealityrole-playinggames) becameanimportantcultural phenomenonin Europe,America,AsiaandAustralia.Overthe lastyearsrole-playing-focused(orrelated) studiesand developmentprojectsare increasinglycommoninthe gamesstudiesfield,ingame developmentand outside these twoareas.Role-playisamuchbroaderconceptthan Fantasyrole-play,whichmeanswe can alsofindrole-playandrole-playresearchinthe contextof theatre,interactive storytelling,therapy, education,training etc. INTERNATIONAL JOURNAL OF SERIOUS GAMES http://journal.seriousgamessociety.org/index.php?journal=IJSG Description The IJSG publishesoriginal papersof significantandlastingvalue inall areasrelatedtodesign, development,deploymentand assessmentof digitalSeriousGames(SGs).The journal encourages submissionof manuscriptsthatenhance the theoretical foundationsof game-basedlearningandSG design,showinnovativetechnological solutionsaimedtoimprove teachingandlearning,and/orprovide userstudiesaboutdeploymentof SGsineducational orcorporate trainingsettings.Papersinvestigating business/productanalysisandmarketpenetrationare welcomeaswell.
  18. 18. 18 GAME BASED LEARNING / SIMULATIONS / SERIOUS GAMES / GAMIFICATION JOURNALS BY MICHAEL J. D. SUTTON, PHD All papersshouldadvance the state of the art in the relevantarea.Empirical studiesare strongly encouraged.Papersmaybe one of several types:researchpaper;tutorial/survey;researchnote/short paper;software/algorithms;addendum/corrections;datasets. INTERNATIONAL JOURNAL OF VIRTUAL REALITY http://www.ijvr.org/web/platform/home Description The IJVRis a professional journal dedicatedtothe promotionandpublicationof new researchand technologyinthe realmof Virtual Reality.The informationregardingthisnew andconstantlyemerging technologyisof interesttocomputermediaprofessionalsworldwide aswell asothersinterestedinthe expandingpotentialof virtual reality.The journal hasbeenpublishedsince 1995 whenvirtual realitywas still initsinfancy. International Journal of VirtualRealitysolicitscontributionsdescribingoriginal researchresults, applications,andexperience inall fieldsof Virtual Reality. INTERNATIONAL JOURNAL OF VIRTUAL AND AUGMENTED REALITY (IJVAR) http://www.igi-global.com/journal/international-journal-virtual-augmented-reality/145080 Description The International Journal of Virtual andAugmentedReality(IJVAR) presentsinterdisciplinaryresearchon the technological,social,legal,andpolicyimplicationsof virtual andmixedrealityintegrationandhow the divisionbetweenreal andvirtual worldsisbecominglessdistinct.Fosteringinterdisciplinaryapplied researchand a unique forumfornovel solutionsforvirtual immersionandmixedreality,the articles foundwithinIJVARare essential tothe researchneedsof graduate-level students,researchers,and professionalsinterestedintopicsrelevanttothe digitizationof everydaylife. TopicsCovered  3D Interactive Graphics  CollaborativeEnvironments  ComputerSimulation  ComputerVision  Gamification  Human-ComputerInteraction  Immersive Technologies  MixedReality  MultimediaTechnologies  Multimodal Devices  SeriousGames  Smart Environments  SoundSpatialization  Spatial Positioning
  19. 19. 19 GAME BASED LEARNING / SIMULATIONS / SERIOUS GAMES / GAMIFICATION JOURNALS BY MICHAEL J. D. SUTTON, PHD  Virtual Worlds Mission The International Journal of Virtual andAugmentedReality(IJVAR) aimstopresentthe latestresearch on mediatedrealitytools,applications,and implementation.Approachingthe topicof virtual immersion froma varietyof viewpointsacrossindustries,IJVARstrivestobe anessential reference source for professionals,researchers,andgraduate studentsengagedinresearchinthe areasof computational intelligence,gaming,digitization,computer-generatedsensory,virtual environments,andhuman- computerinteraction. JOURNAL OF BOARDGAME DESIGN http://jbdgames.blogspot.com/ Description The focus ison game mechanisms - whatmakesa game excitingandwhy.How didthe board game designermake hisgame fun?Componentsandtheme are secondary.The play'sthe thing. JOURNAL OF GAME DESIGN AND DEVELOPMENT EDUCATION (JGDDE) http://www.rit.edu/gccis/gameeducationjournal/about Description The JGDDE isa peer-reviewedjournal thatcoversall aspectsof teachingthe art,craft and science of game designanddevelopmenttostudentsinandoutof a highereducationsetting.We plantocovera range of workin the emergingfield,aswell representedbythe contentin the firstissue.Forexample, Ian Parberry’spiece coversthe emergence andgrowthof hispioneeringworkinthe fieldteachinggame programmingina universitysettingoverthe betterpartof twodecadeswhile BethLameman’sarticle looksat an evolvingefforttoteachgame designanddevelopmenttopre-universityindigenousyouthas a way of recapturingand owningtheirheritagewhile DavidSchwartz’seffortchroniclesthe earlydesign of a mixedhardware andsoftware course tocreate new typesof game controllers. Gamesare a multidisciplinarymediumandthose whoteachtheircreationcome fromasbroad a set of backgroundsas youcan find.JGDDE will celebrate thatdiversityof skillsandbackgrounds. JOURNAL OF GAME, GAME ART, AND GAMIFICATION (JGGAG) http://gamenetwork.university-id.net/journal/index.php/jggag Description The Journal of Games,Game Art, and Gamification(JGGAG) isablindpeer-reviewedinterdisciplinary journal thatpublishesoriginal papersonall branchesof the academicareasand communities.Thematic areas include,butare notlimitedto: Games AI applicationsforseriousgames,Alternate realitygames,Animationforseriousgamesandvirtual worlds,Artifactsandart withpurpose,Augmentedreality,Case studiesinseriousgamesandvirtual
  20. 20. 20 GAME BASED LEARNING / SIMULATIONS / SERIOUS GAMES / GAMIFICATION JOURNALS BY MICHAEL J. D. SUTTON, PHD worlds,Experimental seriousgamesdesign,Game AI andartificial life,Game-basedlearning, edutainmentandtraining,Nondigital games,Seriousgamesmethodologies. Game Art Game design,Multimediagaming,Seriousgame art,Seriousgame design,Virtual characters,Virtual environments Gamification Gamificationof Learning,EducationandTraining,MarketingandPromotionrelatedwithgamification, GamificationinHealthandSports. JGGAG publishesscholarlyarticles,suchasoriginal researcharticlesandreviews,positionpapersand othercritical and creative responses. JOURNAL OF GAMING & VIRTUAL WORLDS http://www.intellectbooks.co.uk/journals/view-Journal,id=164/ Description The Journal of Gamingand Virtual Worldsfocusesontheoretical andapplied,empirical,critical, rhetorical,creative,economicandprofessional approachestothe studyof electronicgamesacross platformsandgenresaswell asludicand seriousonlineenvironments. JOURNAL OF GAMES CRITICISM http://gamescriticism.org/about/ Description The Journal of GamesCriticismgrewoutof livelyconversationsamonggraduate studentsandfaculty fromthe Departmentof CommunicationandMedia(C&M) and the Departmentof Science and TechnologyStudiesatRensselaerPolytechnicInstitute.Startingin2012, several C&Mstudentsidentified the needforcritical toolsfor reflectionaboutanduseful forthe designof videogames.Fromthese conversations,itisapparentthat,while there are ahandful of establishedjournalswithinthe fieldof gamesstudies,additional space wasneededtojointogetherthe communitiesatworkwithingaming culture.Thisspace wouldcall onall corners of the community,fromdevelopersandwriterstobloggers and academics,tobe a dynamic,current,andmultifacetedjournal.Itcontinuesthe hallmarkof peer- reviewfromacademicjournalswhile optingfortotal inclusion. We take videogamesas our impetusandourenterprise.Withmultidisciplinarityandinterdisciplinarity as our tools,we looktothe pastof videogaminginorderto orchestrate andbuilditsfuture. Lookingto rhetoric,mediastudies,andcultural studies,manyapparatusesof analysisare present,buttheyall must be broughtintothese mediaandreborn. JOURNAL OF IMMERSIVE EDUCATION http://jied.org/1/1/index.html Description
  21. 21. 21 GAME BASED LEARNING / SIMULATIONS / SERIOUS GAMES / GAMIFICATION JOURNALS BY MICHAEL J. D. SUTTON, PHD The Journal of Immersive Education(JiED) isthe publicationof recordforthe global Immersive EducationInitiative.JiEDincludesfeaturearticles,researchandtechnical papers,TechnologyWorking Group (TWG) publications,andproceedingsfromImmersiveEducationSummits(iEDSummits). JOURNAL OF INTERACTIVE LEARNING RESEARCH (JILR) https://www.aace.org/pubs/jilr/ https://ejournals.bc.edu/ojs/index.php/immersive/about/editorialPolicies#focusAndScope Description The Journal of Interactive LearningResearch(JILR) publishespapersrelatedtothe underlyingtheory, design,implementation,effectiveness,andimpactoneducationandtrainingof the following interactive learningenvironments:  authoringsystems,cognitive toolsforlearningcomputer-assistedlanguage learning  computer-basedassessmentsystems,computer-basedtraining  computer-mediatedcommunications,computer-supportedcollaborative learning  distributedlearningenvironments,electronicperformance supportsystems  interactive learningenvironments,interactive multimediasystems  interactive simulationsandgames,intelligentagentsonthe Internet  intelligenttutoringsystems,microworlds,virtual realitybasedlearningsystems JILR isthe official journal of the Associationforthe Advancementof ComputinginEducation(AACE). JOURNAL OF MEDICAL INTERNET RESEARCH (JMIR) SERIOUS GAMES https://games.jmir.org/ Description JMIR SeriousGames(JSG,ISSN 2291-9279) is a sisterjournal of the Journal of Medical InternetResearch (JMIR),one of the mostcitedjournalsinhealthinformatics(ImpactFactor2015: 4.532). JSG isa multidisciplinaryjournaldevotedtocomputer/web/mobile applicationsthatincorporate elementsof gamingto solve seriousproblemssuchashealtheducation/promotion,teachingandeducation,orsocial change. The journal alsoconsiderscommentaryandresearchinthe fieldsof videogamesviolenceand videogamesaddiction. JOURNAL OF VIRTUAL REALITY AND BROADCASTING http://www.jvrb.org/ Description The Journal of Virtual RealityandBroadcastingisanopenaccessE-journal coveringadvancedmedia technologyforthe integrationof humancomputerinteractionandmoderninformationsystems.The mainfocusis on the creationof synergiesbetweensuchbasictechnologiesascomputergraphicsand state-of-the-artbroadcastingtechniques.
  22. 22. 22 GAME BASED LEARNING / SIMULATIONS / SERIOUS GAMES / GAMIFICATION JOURNALS BY MICHAEL J. D. SUTTON, PHD The main goalsare to publishresearchresultsinthe fieldof Virtual RealityandBroadcasting,toprovoke discussions,andtopromote the exchange of ideasandinformation.Developmentsinthe areahave a directeffectonsociety,therefore social aspectswillalsobe considered.Asaninterdisciplinary field, Virtual Realityrequiresmultilateral collaborationinordertoenable new applications. Researchtopicswhichreceive treatmentinthe journal are:  mediatechnology  humanfactors  humanmachine interfaces  computergraphics  image technology  tracking  sensors  interactive broadcasting  virtual setenvironments  augmentedreality  hapticinterfaces  newinterfaces JOURNAL OF VIRTUAL WORLDS AND EDUCATION http://www.cvwer.org/journal-of-virtual-worlds-and-education/ Description Thisgroundbreakingjournal isthe firsttobe devotedexclusivelytothe use of virtual worldsas educationplatforms,andisrichwithresearchin thisemergingfield.The inauguralissue containsmore than 200 pagesof researchonthe pedagogical usesof virtual realities,featuringworksbyeducatorsand scholarsfromaround the world. As we workon the secondissue,we are excitedandintriguedby the growthof virtual worldsandlook forwardto researchintothe educational use of SecondLife,OpenSim, BlueMars,OpenWonderland, Cobalt,Active Worlds,andothers. JOURNAL OF VIRTUAL WORLDS RESEARCH http://jvwresearch.org/ Description The Journal of Virtual WorldsResearchisanonline,openaccessacademicjournal thatadherestothe higheststandardsof peerreview andengagesestablishedandemergingscholarsfromanywhereinthe world.The Journal of Virtual WorldsResearchisa transdisciplinaryjournalthatengagesawide spectrumof scholarshipandwelcomescontributionsfromthe manydisciplinesandapproachesthat intersectvirtual worldsresearch.The fieldof virtual worldsresearchisacontinuallyevolvingareaof studythat spansacross manydisciplinesandthe JVWReditorial teamlooksforwardtoengagingawide range of creative andscholarlywork.
  23. 23. 23 GAME BASED LEARNING / SIMULATIONS / SERIOUS GAMES / GAMIFICATION JOURNALS BY MICHAEL J. D. SUTTON, PHD What are virtual worldsandwhatisvirtual worldsresearch,withinthe contextof thisjournal? These are evolvingquestionsthatwe hope the formationof acommunityof scholarshipwillexplore andexpand. However,toprovide abase to buildupon,we considervirtual worldstobe computer-basedsimulated environmentwhere usersinteractwithotherusersthroughgraphicortextual representationsof themselvesutilizingtextual chat,voice,videoorotherformsof communication.The termvirtual worlds includes,issimilarto,oris synonymous(withextensivequalifications) tothe termsof virtual reality, virtual space,datascape,metaverse,virtual environment,massivelymultiplayeronline games(MMOsor MMOGs), massivelymultiplayeronlinerole playinggames(MMORPGs),multi-userdungeon,domainor dimension(MUDs),MUD objectoriented(MOOs),multi-usersharedhack,habitat,holodeck,or hallucination(MUSHs),massively-multiuseronline graphical environments,collaborativevirtual environments(CVEs) ormulti-uservirtual environments(MUVES),andimmersive virtual environments (IVEs). We see the currentpredominance of the virtual worldsof SecondLifeanditscompetitorsasthe most recentiterationof a longlineage of developmentsinvirtual realityandgamingbothintermsof technologiesandconceptualization.Finally,we donotpretendtobe a gamingjournal,andhope that throughthisforumwe are contributingtothe developmentof specificspace withinthe scholarlyand creative communitiesfordiscourse onthe wide varietyof topicareasthatare involvedinvirtual worlds research,includinghistoryof virtual worlds,cultural andsocial theory,quantitative research,qualitative research,virtual ethnographies,pedagogy,educationandvirtual worlds,development, experimentation,ideasandthe intersectionof virtual worldsandsociety. KINEPHANOS http://www.kinephanos.ca/2016/exploring-the-frontiers-of-digital-gaming/ Description Kinephanos isabilingual,interdisciplinaryandmultidisciplinaryacademiconline journal,whichstudies the issuesaffectingpopularculturesandmedia.The journal focusesmainlyonfilmsandtelevision series,videogames,emergingtechnologies,aswell asfancultures.The articleswe publishexplore questionsaboutimage andsoundinpopularculture throughdifferentapproaches,especiallyfromfilm, game,mediaandcultural studies,andhumanities. Special Issue:Exploringthe Frontiersof Digital Gaming:TraditionalGames,ExpressiveGames,Pervasive Games LEARNING, MEDIA AND TECHNOLOGY http://www.tandfonline.com/loi/cjem20 Description Learning,MediaandTechnologyaimstostimulate debate ondigital media,digital technologyanddigital culturesineducation.The journal seekstoinclude submissionsthattake acritical approach towardsall aspectsof educationandlearning,digital mediaanddigital technology - primarilyfromthe perspective of the social sciences,humanitiesandarts.The journal hasa longheritage inthe areasof media education,mediaandcultural studies,filmandtelevision,communicationsstudies,designstudiesand general educationstudies.
  24. 24. 24 GAME BASED LEARNING / SIMULATIONS / SERIOUS GAMES / GAMIFICATION JOURNALS BY MICHAEL J. D. SUTTON, PHD As such,Learning,Mediaand Technologyisnota generic‘EdTech’journal.We are not lookingto publishcontext-free studiesof individualtechnologiesinindividualinstitutional settings,‘how-to’guides for the practical use of technologiesinthe classroom, orspeculationonthe future potentialof technologyineducation. Insteadwe invite submissionswhichbuildoncontemporarydebatessuchas:  The ways inwhichdigital mediainteractwithlearningenvironments,educational institutions and educational cultures  The changingnature of knowledge,learningandpedagogyinthe digital age  Digital mediaproduction,consumptionandcreativityineducational contexts  How digital mediaare shaping(andbeingshapedby) educational practicesinlocal,national and global contexts  The social,cultural,economicandpolitical nature of educational mediaand technology  The ways inwhichdigital mediaineducationinteractwithissuesof democracyandequity, social justice andpublicgood Learning,MediaandTechnologyanalysessuchquestionsfromaglobal,interdisciplinaryperspectivein contributionsof the veryhighestqualityfromscholarsandpractitionersinthe social sciences, communicationandmediastudies,cultural studies,philosophy,historyaswell asinthe informationand computersciences THE LEARNING RUSH http://learningrush.com/zine/gamification Description A longtime ago,in a galaxyfarfar away...we had treksto the library,water-coolerchats,and - gasp!- the newspaperasresourceswe couldscour,searchingfornewsrelevantto the work.Fastforwardto the present,andwe have a cloudof informationaboutthe trainingindustryinconstantorbit, demandingwe spend the time siftingthroughwhat'snew,what'simportant,what'sexciting.We know whatyou're thinking - youthoughtthisInternetthingwassupposedtomake yourlife easier,right? Now,we welcome youtothe future:The LearningRush.Where a communityof influencers - thought leaderswhobothcreate andfilterthroughall the stories of the day - and the moderatorscarefullyselect each storyfor itsrelevance toyourworldas a learninganddevelopmentprofessional.Where youcan quicklydropineverydayfor the top stories - as youstart your day,on yourlunchbreak,on your commute home (aslongas you're not driving,of course). Get the latestoncutting-edge learningtechnologies,like e-learning,m-learning,andgamification.Check out recentthought-providingarticlesoninstructional design.Grabthe newesttipswithintalent management.Take yourorganizationtothe nextlevelwithCSRandsustainability. Andit doesn'tstopthere - we invite youtobecome part of The LearningRushcommunity.Provide feedback.Loginto commentonstories.Become aninfluenceryourself,andbe recognizedasa leading voice inthe trainingindustry!
  25. 25. 25 GAME BASED LEARNING / SIMULATIONS / SERIOUS GAMES / GAMIFICATION JOURNALS BY MICHAEL J. D. SUTTON, PHD The LearningRush:Your real-timenewsfeed,custom-tailoredforthe trainingcommunity. SIMULATION AND GAMING: AN INTERNATIONAL JOURNAL OF THEORY, PRACTICE AND RESEARCH https://us.sagepub.com/en-us/nam/simulation-gaming/journal200777 Description For more than fourdecades,Simulation&Gaming:AnInternational Journal of Theory,Practice and Researchhasservedas a leadinginternationalforumforthe explorationanddevelopmentof simulation/gamingmethodologiesusedineducation,training,consultation,andresearch.Itappraises academicand appliedissuesinthe expandingfieldsof simulation,computer- andinternet-mediated simulation,virtual reality,educational games,videogames,industrial simulators,active andexperiential learning,case studies,andrelatedmethodologies. MultidisciplinaryinScope The broad scope and interdisciplinarynature of Simulation&Gamingare demonstratedbythe wide varietyof interestsanddisciplinesof itsreadersandcontributors,whopractice inareassuchas: business,cognition,communication,decisionmaking,psychology,economics,education,educational technologies,engineering,entrepreneurship,environmentalissues,humanresources,international studies,language training,learningtheory,management,marketing,medicine,multiculturalism, , negotiation,organizationstudies,peace andconflict studies,policyandplanning,political science, projectmanagement,sociology,teamwork,technology,andresearchmethodology. Everyissue of Simulation&Gamingfeaturestheoretical andappliedarticles;conceptualpapers; empirical studies;simulation/game reviews,ready-to-usesimulations/games;brief communications; and associationannouncements,newsandnotes. VIRTUAL CREATIVITY (FORMERLY: METAVERSE CREATIVITY) http://www.intellectbooks.co.uk/journals/view-Journal,id=179/ Description Virtual Creativityisanacademicpeer-reviewedjournal focusingoncreativityinonline virtual worldsand otherrelatedplatformswhere the virtual isexaminedasa central theme incontemporarymediaart practicesand appliedcontexts.Piecesexploringthe subjectof digital creativityare soughtfromthe broad perspectiveof Art,Science andTechnology,inwhatisawidespreadfieldof discourse.One focus of the journal isan examinationof creative activityinthe metaverse–fromart, designandarchitecture, to researchand education,toplayandentertainment.Additionally,Virtual Creativityseekstoengage withwaysinwhichthe virtual reflectsuponthe implicationsof the physical. Topicsthat fall withinthe scope of the journal include:  Creative PracticesrelatedtoVirtual Worlds,AugmentedSpace,Virtual Reality,MixedReality, Future Immersive Worlds,Physical/Virtual Dialogues  Art, Science andTechnology –Art andScience,Artand Technology,ArtasResearch/Practice- BasedResearch
  26. 26. 26 GAME BASED LEARNING / SIMULATIONS / SERIOUS GAMES / GAMIFICATION JOURNALS BY MICHAEL J. D. SUTTON, PHD  Virtual technologies –Virtual Reality/AugmentedReality,CognitiveInformatics,Brain-Computer Interfaces  EmbodimentPractices –the Avatar,Identity,Performance,Gender  AppliedPracticesrelatedto NetworkedPerformance,ArtandHeritage,andCyber-museums  LearninginVirtual Worlds,andapplicationsrelatedtoTherapyandHealth  Theoretical Contexts VIRTUAL EDUCATION JOURNAL http://virtualeducationjournal.com/ Description The Virtual EducationJournal hasbeenpublishingadigital journal fornearlytwoyears.The issueshave beenuploadedtothe ISSUUwebsite,www.issuu.com,where youcansearchfor Edovationtofindthe entire archive of issues. Withaone – two punch,we are launchingthissite andsimultaneouslycreating a newbuildinsecondLife.The SecondLife buildisthe Virtual EducationJournal (VEJ) Headquartersand Conference Center. VIRTUAL REALITY http://www.springer.com/computer/image+processing/journal/10055 Description The aim of the journal isto disseminate researchandprovoke discussioninthe areaof Virtual Reality. The multidisciplinarynature of the fieldmeansthatsubmissionswill be welcomedonawide range of topicsincluding,butnotlimitedto,the following:  Virtual RealityTechnologyandSoftware Systems  Designof VR systemsandVEs  Human Factors  Virtual RealityApplications  Assessmentof Virtual RealitySystems  Philosophical andEthical Issues  AdvancesRelevanttoVirtual Reality The journal'saudience includesthose undertakingbasicandappliedresearchineitheracademiaor industry,alongside developersandusersof applications. WELL PLAYED: A JOURNAL ON VIDEO GAMES, VALUE AND MEANING http://press.etc.cmu.edu/wellplayed Description The Well PlayedJournal isaforumfor in-depthclose readingsof videogamesthatparse outthe various meaningstobe foundinthe experienceof playingagame.Itis a reviewedjournal opentosubmissions that will be releasedonaregularbasiswithhigh-qualityessays.
  27. 27. 27 GAME BASED LEARNING / SIMULATIONS / SERIOUS GAMES / GAMIFICATION JOURNALS BY MICHAEL J. D. SUTTON, PHD Contributorsare encouragedtoanalyze sequencesinagame in detail inorderto illustrate andinterpret howthe variouscomponentsof a game can come togethertocreate a fulfillingplayingexperience unique tothismedium.Throughcontributors,the journalwillprovideavarietyof perspectivesonthe value of games. As withthe three Well Playedbooks(1.0| 2.0 | 3.0), the term “well played”isbeingusedintwosenses. On the one hand,well playedistogamesas well readistobooks.So,a personwhoreadsbooksa lotis "well read"anda personwhoplaysgamesa lot is"well played."Onthe otherhand,well playedasin well done.So,ahand of pokercan be “well played”bya person,anda game can be “well played”bythe developmentteam. Contributorsare encouragedtolookat videogamesthroughbothsenses of “well played.”So,withwell- playedasin well read,contributorsare lookingcloselyatthe experience of playingagame.Andwith well-playedasinwell done,contributorsare lookingatagame intermsof how well itisdesignedand developed. The goal of the journal isto continue developinganddefiningaliteracyof gamesaswell asa sense of theirvalue asan experience.Contributorsare invitedtoalsodiscussgamesingeneral (rangingfrom tabletop,tobiggamesand more) andhow theyare oftendesignedfordifferentfields(education, entertainment,etc.) aswe more fullydevelopaliteracyaroundgamesandplay.Contributorsare encouragedtoconsiderusingscreenshotsandvideoof theirgameplayinordertohelpillustrate their ideas.And we're opentosuggestionsonthemedissuesaroundaspecificgame ora topicacross games. Videogamesare a complex mediumthatmeritscareful interpretationandinsightfulanalysis.Byinviting contributorstolookcloselyatvideogamesandthe experience of playingthem, we hope toexpandthe discussion,andshowhowgamesare well playedinavarietyof ways. Well Playedsessiontracksare alsobeingheldatacademicand industryconferences.There are sessions at Games,Learningand Society,DiGRA,IndieCade andGamesforChange,aswell asat the Museumof the MovingImage in NewYork,withothereventsbeingplanned. [Currentlythe endof the compiledlist.]

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