Int.l Journal of Serious Games, Vol. 7 No. 1

We have just published the first 2020 issue of the Int.l Journal of Serious Games.

[1] S. Kirk, A. Manley,“The Active Video Game Paradox,”International Journal of Serious Games, 7(1), 3-21, 2020.
[2] L. Oubahssi, C. Piau-Toffolon, G. Loup, & E. Sanchez. “From Design to Management of JENs (in the JEN.Lab Project),”International Journal of Serious Games, 7(1), 23 –46, 2020.
[3] Zhang, C., Härenstam, K. P., Darwich, A. S., & Meijer, S. (2020). Simulation and gaming of resource management in pediatric emergency medicine.International Journal of Serious Games,7(1), 47 -77.
[4] S. Laato, S. Hyrynsalmi, S. Rauti, A. N. Islam, & T. H. Laine,“Location-based Games as Exer-games -FromPokémon To The Wizarding World,”International Journal of Serious Games,7(1), 79 -95.
[5] A. Areizaga Blanco, & H. Engström,“Patterns in Mainstream Programming Games,”Interna-tional Journal of Serious Games,7(1), 97 –126, 2020.
[6] E. Ong, E. “Can digital games serve as potential intervention or suicide risk?,”International Journal of Serious Games,7(1), 127 –132, 2020.

IndustrySim Virtual Platform looking for a publisher

We are pleased to publish this communication from IndustrySim.

We are IndustrySim, a small European engineering team, developing a serious gaming platform that teaches about real-life manufacturing industry.

The IndustrySim Virtual Platform will allow to quickly build a fully-functioning model of an industrial facility, with multiple events that occur there, and then play a game of them.

Behind all scenarios that the players design and manage, there are industry-grade calculations ensuring that the created solutions would work in the real world. It makes the platform also a very effective tool to boost new ideas and innovations, especially with the planned cooperation features.

The cornerstone of the current content is the production and consumption of energy, but we aim to address many more fields of the manufacturing industry.

More info about the product, including the visuals:

We are at the Vertical Slice stage, visible in Steam store at – the game has already been wish listed by over 650 users with no advertising whatsoever.

We are now looking for a publisher for IndustrySim Virtual Platform.

Let’s discuss!

Email address, CEO Mr. Tomas Rosin:


New Issue Published in IJSG (vol 6., issue 4)

We are happy to conclude the sixth year of the International Journal of Serious Games (IJSG), with another regular issue, featuring five interesting articles (

“Computational thinking development and assessment through tabletop escape games”, by Menon et al. [1], strives to evaluate existing escape games aiming to develop computational thinking (CT)based on their systematic analysis according to the CT com-petency components. The authors conducted an analytical review of three tabletop escape games in CT to identify CT components and subcomponents. The use of tabletop escape games from a pedagogical perspective to develop CT among learners is discussed based on the results of the analysis to identifytheir current limits, covering relevantdesign aspects.

“Realizing a Mobile Multimodal Platform for Serious Games Analytics”, by Shoukry, S. Göbel [2], describesthe design and development of “StoryPlay Multimodal”, a mobile multimodal analytics platform for the evaluation of Serious Games. After discussing design requirements, the architecture of the software, the different modules, additional features, implementation challenges and solutions are presented. The testing settings, participants and results are also discussed,to demonstrate how the evaluation procedure can be applied to deliver valuable outcomes for Serious Games Research.

“User experience and learning experience in a 4D virtual reality simulation game”, by Salovaara-Hiltunen et al. [3], focused on 4D virtual reality simulation games, andexplored the gaming and learning experience, as well as usability, in a multi-phase scenario based on the evidence-based theory of resuscitation. The findings suggest that gaming and learn-ing experiences are individual and vivid. Immersion created by the virtual gear had an es-sential impact on the overall experience. In addition, authenticity, interaction and feedback were important elements of learning experience. Usabilityhad a major role on the whole.

“Autonomy Motivators, Serious Games, and Intention Toward ISP Compliance”, by Azahrani and Johnson[4], aims to find out whether the autonomy intrinsic motivator can be influenced by atable-top game to enhance security awareness and, in turn, reinforce behavioural intention towards Information Security Policy (ISP)compliance. A test with thirty postgraduate students confirmed that the autonomy intrinsic motivator is positively influenced by the game and has a positive effect on the behavioural intention to comply with ISPs.

“Stimulating ideation in new teams with the mobile game Grapplenauts”, by Alaka et al. [5], presents a serious game for team working,namelyGrapplenauts, in which team players have to gradually work together towards a team-wide goal, first in pairs and then among pairs. Play testing has shown that Grapplenauts was perceived as a fun, engaging and challenging collaborative game. In addition, results of a preliminary user study are cau-tiously optimistic about the success of the game in improving the perceived atmosphere withinnewly-formed teams.

[1] D. Menon, T. Viéville, and M. Romero, “Computational thinking development and assessment through tabletop escape games.” International Journal of Serious Games,Vol. 6, Nr. 4, Decem-ber 2019,
[2] L. Shoukry, S. Göbel,“Realizing a Mobile Multimodal Platform for Serious Games Analytics,”International Journal of Serious Games, Vol. 6, Nr. 4, December 2019, 19 -48.
[3] M. Salovaara-Hiltunen, K. Heikkinen, J.-M. Koivisto, “User experience and learning experience in a 4D virtual reality simulation game,” International Journal of Serious Games,Vol. 6, Nr. 4, December 2019,
[4] A. Alzahrani, C. Johnson,“Autonomy Motivators, Serious Games, and Intention Toward ISP Compliance,”International Journal of Serious Games, Vol. 6, Nr. 4, December 2019, 67 -85.
[5] S. Alaka, M. L. Cunha, J. Vermeer, N. Z. Salamon, N. Z., Balint, R. Bidarra, “Stimulating idea-tion in new teams with the mobile game Grapplenauts,”International Journal of Serious Games,Vol. 6, Nr. 4, December 2019, 87 -102.

2019 GALA SG Competition Awards!


The SGS is proud to announce the winners of the 2019 GALA Serious Game Competition:


·         1st prize: Harmoonia Save the Guardians – DASIC @LinkCampus

·         2nd prize: Communicate – Utrecht University @dialoguetrainer


·         1st prize: Sci-Ops: Global Defense – @PlayPlasmaGames

·         2nd prize: Invite Only VR – @play4rlab & @previewlabs

Based in this years special theme: impact on society and the environment,

·         jury prize: CharGED – ΕLTRUN & Athens University @H2020_CHARGED

This year, we received 24 submissions for the Academic category and 9 for the Business category.

The winning games will be presented during the GALA exhibition in Athens on the 28th of November.

We look forwards to meeting you in Athens!

Thanks to the president of the jury, Iza MARFISI-SCHOTTMAN, and all the jury members!

–          Mathieu VERMEULEN

–          Nour EL MAWAS

–          Chiara Eva CATALANO

–          Kristian KIILI

–          Wim WESTERA

–          Sébastien GEORGE

–          Ludovic HAMON

–          Pierre LAFORCADE

–          Aous KAROUI

–          Michela MORTARA

–          Giovanni  ROMAGNOLI

–          Davide MEZZOGORI

–          Kostas KARPOUZIS