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JournalISSN: 1942-3888

International Journal of Gaming and Computer-mediated Simulations 

IGI Global
About: International Journal of Gaming and Computer-mediated Simulations is an academic journal published by IGI Global. The journal publishes majorly in the area(s): Game mechanics & Video game. It has an ISSN identifier of 1942-3888. Over the lifetime, 235 publications have been published receiving 4770 citations. The journal is also known as: Gaming and computer-mediated simulations & JGCMS.


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Journal ArticleDOI
TL;DR: A simulation devoted to covering the steps involved in typical firefighter training known as REVAS, one of many examples covered by Karl Kapp (2012) in his new book, The gamification of learning and instruction: game-based methods and strategies for training and education.
Abstract: DriveGamification in Learning and EducationGamify Your ClassroomGamification of LearningThe Impact of the 4th Industrial Revolution on Engineering EducationThe Gamification of Learning in Virtual WorldsGamification in English Teaching and LearningGamification with MoodleGame Design for LearningActionable GamificationThe Gamification of Learning and Instruction FieldbookGame-Based Learning and the Power of PlayGamification MindsetGamification in Higher EducationGamification in Education: Breakthroughs in Research and PracticeThe Gamification of Learning and InstructionLernen mit Big DataAugmented Reality Games IIDas Design Thinking PlaybookGamify your LifePlay to LearnGamification of Learning and Teaching in SchoolsGamification in Education and BusinessData Analytics Approaches in Educational Games and Gamification SystemsDie Kunst des Game DesignsDie Wirkung von Gamification auf Motivation und LeistungLehrerdämmerungGamificationGamestor mingGamification for Interactive LearningHandbook of Research on Solving Modern Healthcare Challenges With GamificationBesser als die Wirklichkeit!MicrolearningTelekommunikation und FremdsprachenunterrichtTransforming Learning and

1,559 citations

Journal ArticleDOI
TL;DR: The researchers aimed to identify specific mental obstacles players face and any mental techniques gamers already utilize by conducting a qualitative content analysis by interviewing five high-level competitive League of Legend players.
Abstract: ESports, also known as competitive video gaming, has seen tremendous growth over the past few years. Several studies have been conducted that examined the potential cognitive benefits of playing video games, but few have examined the psychosocial factors needed to perform at the highest level of competitive video gaming. In this study, the researchers aimed to identify specific mental obstacles players face and any mental techniques gamers already utilize by conducting a qualitative content analysis. Interviews with five high-level competitive League of Legend players were conducted to shed light on their experiences. The interviews resulted in two high order themes. Those high order themes were the following: techniques used to achieve optimal performance and obstacles encountered by competitive gamers. The data collected can be used by a wide population in both the performance psychology field and the eSports realm, more specifically, future mental skills consultants working with League of Legends players, gamers themselves, and academics who wish to serve, improve, or study those involved in an emerging performance domain.

95 citations

Journal ArticleDOI
TL;DR: This work asks whether and how overcoming authentic obstacles from the profession of urban planning in the virtual world of a role-playing game can link civic values with the knowledge and skills young people need to solve complex social and ecological problems—and thus be a powerful context for learning civic thinking.
Abstract: A growing body of research suggests that computer games can help players learn to integrate knowledge and skills with values in complex domains of real world problem solving. In particular, research suggests that epistemic games—games where players think and act like real world professionals—can link knowledge, skills, and values into professional ways of thinking. Here, we look at how the epistemic game Urban Science develops civic thinking in young people as they learn about urban ecology by role-playing as urban planners redesigning a city. Specifically, we ask whether and how overcoming authentic obstacles from the profession of urban planning in the virtual world of a role-playing game can link civic values with the knowledge and skills young people need to solve complex social and ecological problems—and thus be a powerful context for learning civic thinking.

83 citations

Journal ArticleDOI
TL;DR: EcoMUVE is designed as a collaborative, inquiry-based, simulated ecosystem experience to support learners developing an understanding of complex causality in ecosystems.
Abstract: Copyright © 2011, IGI Global. Copying or distributing in print or electronic forms without written permission of IGI Global is prohibited. EcoMUVE is designed as a collaborative, inquiry-based, simulated ecosystem experience to support learners developing an understanding of complex causality in ecosystems. (http:// ecomuve.org/) Students typically use simple linear causal forms in their science learning – reasoning that one thing directly makes another thing happen. They also tend to focus on obvious variables – ones they can perceive directly (Grotzer, 2004). Even after instruction, students often retain inaccurate interpretations about ecosystems’ structural patterns and systemic causality (Grotzer & Basca, 2003). Ecosystems are complex systems which are impacted by non-obvious as well as obvious causes, distributed causality, effects at a distance and over long periods of time. An understanding of complex causality is necessary to understand the dynamics involved in concepts such as Ecosystem Science Learning via Multi-User Virtual Environments

79 citations

Journal ArticleDOI
TL;DR: In this paper, the effects of avatar-based customization on players' identification with and empathy towards their characters in a massively multiplayer online game, Lord of the Rings Online (LotRO), were examined.
Abstract: Games allow players to perceive themselves in alternate ways in imagined worlds. Player identification is one of the outcomes of gameplay experiences in these worlds and has been shown to affect enjoyment and reduce self-discrepancy. Avatar-based customization has potential to impact player identification by shaping the relationship between the player and the character. This mixed method study aims to fill the gap in the identification literature by examining the effects of avatar-based customization on players' identification with and empathy towards their characters in a massively multiplayer online game, Lord of the Rings Online (LotRO). Participants (N = 66) played LotRO either in customization or in no-customization groups for about ten hours in four sessions over two weeks in a controlled lab setting. Data were collected through interviews, surveys and observations. Results showed both time and avatar-based customization positively impacted players' identification with their avatars. Self-Determination Theory is used to interpret results.

78 citations

Performance
Metrics
No. of papers from the Journal in previous years
YearPapers
20236
202215
20217
202012
201912
201813