International Journal of Serious Games Vol 3, 2 (2016)

We are glad to announce that the latest issue of the IJSG has been published timely on June 30, 2016.  The next issue will be a special issue dedicated to the best papers of the GALA conference 2015.

The papers featured represent a significant mix of research in the field of SGs – here a short overview:

“Kinesthetic Elementary Mathematics – Creating Flow with Gesture Modality”, by Okkonen et al., [1], examines an elementary mathematics learning application aimed at promoting a state of flow for children. They describe two sets of pilot tests for exercise application for PC and Kinect. Their key findings relate to the user experience of gesture-based interaction and show how the gesture modality promotes flow. A preliminary assessment on several learning related themes is discussed as well.

“Using Digital Games to Learn Mathematics – What students think?”, by Yong et al., [2], explored how Malaysian university foundation students perceive the use of digital games in learning mathematics. Their attitude was not immediately positive and essentially influenced by their mathematics interest, which stresses the key importance of SG design, as gaming – by itself – does not look sufficient.

“Development and Validation of a Questionnaire to Measure Perceptions of Freedom of Choice in Digital Games”, by Kirginas and Gouscos [3], aimed at developing and validating a questionnaire for assessment of the concept of freedom of choice in digital games. The paper also identified the factors that underlie freedom of choice in digital games and proposed a model to predict preferred freedom of choice based on user information.

“Business Management Simulations – a detailed industry analysis as well as recommendations for the future”, by Michael Batko, [4], studied three major items: the elements used by simulation companies that have not yet been the subject of academic research; the elements within simulations that best assist in the achievement of learning outcomes; the ‘best practices’ in teaching a business management course with the assistance of a simulation. The findings were used to compile a business plan, with detailed recommendations for companies looking to develop a new simulation, and for business management instructors using simulations.

“On the Effectiveness of Gamified Risk Management Workshops: Evidence from German SMEs”, by Schönbohm and Jülich, [5], analyzes the potential benefits gamification can offer to SMEs in the area of risk management, in particular through workshops. The findings from a quasi-experimental approach suggest that gamification can be a valuable tool for SMEs to enhance their risk management process.

“Development of an HIV Prevention Videogame Intervention: Lessons Learned”, by Hjeftje et al. [6], provides insights into the lessons learned during the process of developing a videogame aiming at risk reduction and prevention.


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