COMPILATION OF 45 GAME-BASED LEARNING JOURNALS: PART 1

Information Sources for the Topics of Game-Based Learning, Simulations, Serious Games, Gamification, Virtual Reality, and Immersive Learning (Part 1).

FOREWORD

My quest for high quality research associated with Game-Based Learning, Simulations, Serious Games, Gamification, Virtual Reality, Immersive Learning, etc. has been quite a challenge. In attempting to scour the Inet looking for useful material, I have complied a definitive list of journal sources, current to December 31, 2016. I am sharing this with my readers in the hope that:

You will find this information very useful. This information will save you significant time and resources. If I have missed any journal, you will update me on the title, URL, and description so I can keep this resource up-to-date.

The original list was almost 25 MS-Word pages. Thus, for the purposes of the LinkedIn Pulse Blog, I had to break up the material into 3 parts. The original document is downloadable from Slideshare and appears as a document on my LinkedIn Profile. The journals are in alphabetical order by title, with all articles ignored. Any errors introduced into the descriptions are mine, although I relied upon a cut/paste from each website. The document begins with an overall alphabetical list of the journal titles, followed by detailed information associated with each journal. The description of each journal is copyright of that journal, and repeated here for utility.

A follow-on document will be published in the new year that will contain detailed information associated with conference proceedings and occasional publications relating to these topics. I think the availability of this tool is timely and necessary. Help me keep it up-to-date.

JOURNAL TITLE LIST

AMERICAN JOURNAL OF PLAY®

ANALOG GAME STUDIES

BOARD GAME STUDIES JOURNAL

THE COMPUTER GAMES JOURNAL

ELUDAMOS. JOURNAL FOR COMPUTER GAME CULTURE

ENTERTAINMENT COMPUTING

GAME & PUZZLE DESIGN

G|A|M|E: THE ITALIAN JOURNAL OF GAME STUDIES

GAME STUDIES: INTERNATIONAL JOURNAL OF COMPUTER GAMES RESEARCH

GAMES AND CULTURE: A JOURNAL OF INTERACTIVE MEDIA

THE GAMES JOURNAL: A MAGAZINE ABOUT BOARDGAMES

GAMES FOR HEALTH JOURNAL: RESEARCH, DEVELOPMENT, AND CLINICAL APPLICATIONS

JOURNAL DETAILS

AMERICAN JOURNAL OF PLAY®

http://www.journalofplay.org/

Description

An interdisciplinary publication of The Strong, the American Journal of Play® is a forum for discussing the history, science, and culture of play. The Journal aims to increase awareness and understanding of the role of play in learning and human development and the ways in which play illuminates cultural history.

The American Journal of Play is peer-reviewed and written in a straightforward style for wide readership of educators, psychologists, play therapists, sociologists, anthropologists, folklorists, historians, museum professionals, toy and game designers, policy makers, and others who consider play for a variety of reasons and from various perspectives.

The American Journal of Play provides thought-provoking content from prominent researchers, thinkers, and writers around the world. In articles, interviews, and book reviews they explore play through a variety of perspectives and lenses, including but not limited to:

Child development

Education

Psychology

Sociology

Anthropology

Neuroscience

History

Popular culture

Folklore

Museum studies

Technology and play

In short, the American Journal of Play includes material that synthesizes and puts into perspective major themes of play scholarship; summarizes emerging areas of play research; presents significant new research about play; illuminates the important role of play in learning and human development throughout the life cycle; examines the interrelationship of play to other aspects of human endeavor; explicates social, cultural, educational, and public policy issues related to play; and explores cultural history through the world of play.

A Publication of The Strong

The American Journal of Play is published by The Strong, a highly interactive, collections-based educational institution devoted to the study and exploration of play. The Strong is home to the International Center for the History of Electronic Games, the National Toy Hall of Fame, the World Video Game Hall of Fame, the Brian Sutton-Smith Library and Archives of Play, the Woodbury School, and the American Journal of Play and houses the world’s largest and most comprehensive collection of historical materials related to play.

ANALOG GAME STUDIES

http://press.etc.cmu.edu/content/analog-game-studies-volume-i

Description

Analog Game Studies is a bi-monthy journal for the research and critique of analog games. We define analog games broadly and include work on tabletop and live-action role-playing games, board games, card games, pervasive games, game-like performances, carnival games, experimental games, and more. Analog Game Studies was founded to reserve a space for scholarship on analog games in the wider field of game studies.

BOARD GAME STUDIES JOURNAL

https://www.degruyter.com/view/j/bgs

Description

Board Game Studies is an academic journal for historical and systematic research on board games. Its object is to provide a forum for board games research from all academic disciplines in order to further the understanding of the development and distribution of board games within an interdisciplinary academic context.

BGSJ is sponsored by Interuniversity Centre for the History of Science and Technology (CIUHCT) – Faculty of Sciences, University of Lisbon, and Faculty of Sciences and Technology, New University of Lisbon, which is funded by Fundação para a Ciência e Tecnologia (FCT) and partly by European Union funding, including COMPETE 2020 and Portugal 2020.

THE COMPUTER GAMES JOURNAL

http://link.springer.com/journal/volumesAndIssues/40869

Description

The Computer Games Journal is a worldwide, peer-review ed publication providing knowledgeable, well-written articles from academics and practitioners that are relevant to the games industry. It aims to encourage and promote research into games development and the games industry as a whole. The journal publishes up-to-date research and opinions on current games development and industry issues, and also provides a format for airing ground-breaking dissertations and essays from computing and games students.

Topics of interest in The Computer Games Journal include, but are not restricted to:

Games programming and technology

Graphics, audio and storyboarding

Entrepreneurship and business models

Game genres, and gamers’ preferences and purchasing habits

IP and ownership issues

The moral and legal implications of game content (namely violence and other adult themes in games), and the behavior of gamers (e.g. ‘griefers’)

ELUDAMOS. JOURNAL FOR COMPUTER GAME CULTURE

http://www.eludamos.org/index.php/eludamos

Description

ELUDAMOS is an international, multi-disciplined, biannual e-journal that publishes peer-reviewed articles that theoretically and/or empirically deal with digital games in their manifold appearances and their sociocultural-historical contexts. ELUDAMOS positions itself as a publication that fundamentally transgresses disciplinary boundaries. The aim is to join questions about and approaches to computer games from decidedly heterogeneous scientific contexts (for example cultural studies, media studies, (art) history, sociology, (social) psychology, and semiotics) and, thus, to advance the interdisciplinary discourse on digital games. This approach does not exclude questions about the distinct features of digital games and an aesthetic and cultural form of articulation, on the contrary, the issue is to distinguish their media specific characteristics as well as their similarity to other forms of aesthetic and cultural practice. That way, the editors would like to contribute to the lasting distinction of international game studies as an academic discipline.

ENTERTAINMENT COMPUTING

https://www.journals.elsevier.com/entertainment-computing/

Description

Entertainment Computing publishes original, peer-reviewed research articles and serves as a forum for stimulating and disseminating innovative research ideas, emerging technologies, empirical investigations, state-of-the-art methods and tools in all aspects of digital entertainment, new media, entertainment computing, gaming, robotics, toys and applications among researchers, engineers, social scientists, artists and practitioners. Theoretical, technical, empirical, survey articles and case studies are all appropriate to the journal.

Specific areas of interest include:

Computer, video, console and internet games

Cultural computing and cultural issues in entertainment

Digital new media for entertainment

Entertainment robots and robot like applications

Entertainment technology, applications, application program interfaces, and entertainment system architectures

Human factors of entertainment technology

Impact of entertainment technology on users and society

Integration of interaction and multimedia capabilities in entertainment systems

Interactive television and broadcasting

Interactive art and entertainment

Methodologies, paradigms, tools, and software/hardware architectures for supporting entertainment applications

Mixed, augmented and virtual reality systems for entertainment

New genres of entertainment technology

Serious Games used in education, training, and research

Simulation/gaming methodologies used in education, training, and research

Social media for entertainment

GAME & PUZZLE DESIGN

http://gapdjournal.com/

Description

Game & Puzzle Design is a peer-reviewed print journal publishing high quality work on all aspects of game and puzzle design. The journal aims to bring together designers and researchers from a variety of backgrounds, to foster a deeper understanding of games and facilitate the creation of new high quality games and puzzles. We are particularly interested in the intersection between traditional and digital game design, and the points at which these disciplines converge and diverge.

Submissions may pertain to any type of game or puzzle – abstract, physical, printed, digital, etc. – but should focus on underlying mechanics or gameplay rather than visual design. The emphasis will be on traditional games and puzzles, although submissions on digital games (other than major AAA video games) are also welcome, especially where links are drawn between traditional and digital design approaches.

We encourage authors to explore general design principles that can be extrapolated to other types of games in other contexts. Strategy and complexity analyses are welcome where they are relevant to some aspect of design. The scope is deliberately kept broad.

Examples of suitable topics include, but are not limited to:

Case studies of games and puzzles showing key aspects of design

Analyses of new games and puzzles from a design perspective

Good design practices, their generalisation and application

Computational methods for automated game analysis and design

The psychology of play and the aesthetics of design

Design grammars and the vocabulary of game design

Reuse of known design principles in new contexts

Design issues in implementing digital versions of traditional games

Patterns/antipatterns that lead to good/bad designs

Distinguishing clones and variants from new games

Intellectual property issues related to authorship in game design

G|A|M|E: The Italian Journal of Game Studies

http://www.gamejournal.it/about/about-eng/

Description

G|A|M|E is a journal dedicated to a comparative, critical and theoretical analysis of videogames.

With G|A|M|E, we intend to compile a varied selection of scholarly and critical work on videogames and their relationship with the arts and media, creating the space for a broad range of perspectives from all over the world.

G|A|M|E is going to be collectively edited by an editorial committee, a series of regular contributors, and an Academic Advisory Board. The latter will also set the journal’s mission and ensure the thoroughness of its research methods.

G|A|M|E aims for intellectual rigor conveyed with clarity, so as to best promote a valuable space of exchange and connection between diverse disciplinary approaches; encouraging cooperation between academic departments, associations, scholars and researchers.

The objectives of G|A|M|E include:

Provision of a critical and theoretical perspective on videogames, approached as a large and varied set of cultural and aesthetic objects

The study of the technical, aesthetic, and historical evolution of games, both as meaningful texts and social objects

A consideration of games in the context of their relations with technology and the evolution of leisure, as a broad and encompassing vision of gaming culture

A strong foundation in theoretical approaches, including both Game Studies and the broader traditions of Media Studies and the Humanities

GAME STUDIES: INTERNATIONAL JOURNAL OF COMPUTER GAMES RESEARCH

http://gamestudies.org/

Description

The goal is to explore the rich cultural genre of games; to give scholars a peer-reviewed forum for their ideas and theories; to provide an academic channel for the ongoing discussions on games and gaming.

Game Studies is a non-profit, open-access, cross-disciplinary journal dedicated to games research. The primary focus is aesthetic, cultural and communicative aspects of computer games, but any previously unpublished article focused on games and gaming is welcome. Proposed articles should be jargon-free, and should attempt to shed new light on games, rather than simply use games as metaphor or illustration of some other theory or phenomenon.

Game Studies is published with the support of: The Swedish Research Council (Vetenskapsrådet), The Joint Committee for Nordic Research Councils for the Humanities and the Social Sciences, IT University of Copenhagen, and Lund University.

GAMES AND CULTURE: A JOURNAL OF INTERACTIVE MEDIA

https://us.sagepub.com/en-us/nam/games-and-culture/journal201757#description

Description

Games and Culture: A Journal of Interactive Media is an international journal that publishes innovative theoretical and empirical research about games and culture within interactive media. The journal serves as a premiere outlet for ground-breaking work in the field of game studies.

Games and Culture’s scope includes the socio-cultural, political, and economic dimensions of gaming from a wide variety of perspectives, including textual analysis, political economy, cultural studies, ethnography, critical race studies, gender studies, media studies, public policy, international relations, and communication studies. Other arenas include the following:

Issues of gaming culture related to race, class, gender, and sexuality

Issues of game development

Textual and cultural analysis of games as artifacts

Issues of political economy and public policy in both US and international arenas

Of primary importance will be bridging the gap between games studies scholarship in the United States and in Europe.

One of the primary goals of the journal is to foster dialogue among the academic, design, development, and research communities that will influence both game design and research about games within various public contexts. A second goal is to examine how gaming and interactive media are being used outside of entertainment, including in education, for the purposes of training, for military simulation, and for political action.

Games and Culture: A Journal of Interactive Media invites academics, designers and developers, and researchers interested in the growing field of game studies to submit articles, reviews, or special issues proposals to the editor. Games and Culture is an interdisciplinary publication, and therefore it welcomes submissions by those working in fields such as Communication, Anthropology, Computer Science, English, Sociology, Media Studies, Cinema/Television Studies, Education, Art History, and Visual Arts.

THE GAMES JOURNAL: A MAGAZINE ABOUT BOARDGAMES

http://www.thegamesjournal.com/

Description

The Games Journal was a monthly magazine about boardgames which ran from July, 2000 until September, 2005. A declining number of submissions forced the journal to shut its doors (metaphorically speaking) and abandon the regular, monthly issues. However, we have kept the site up and running since we feel that there is great value in the articles, reviews, puzzles, letters and original rules that we published during the journals active phase. Please visit the archives to view everything ever published.

Part 1 of the compiled list ends here. Given below are links to other posts in this series:

Original Date of Publication: December 30, 2016

Publisher: FUNIFICATION LLC, Boise, ID, USA

Copyright © 2016, Michael Sutton (except for website excerpts of journal descriptions)

Written by Michael Sutton

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Published on 13-Jan-2017

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