World's Best Scientists 2026 revealed!
Simulation and Gaming
H-index 8

Simulation and Gaming

1046-8781

Published by: SAGE

https://journals.sagepub.com/home/sag

Ranking & Metrics

Discipline name Position Best Scientists Publications D-Index
Computer Science 1029 5 5 3

Additional Metrics

Number of Best Scientists*: 16
Documents by Best Scientists*: 20
Top 100 Ranked Scientists*: 0
SCIMAGO H-index: 75
SCIMAGO SJR: 0.496
Impact Factor: 1.8

Overview

Top Research Topics at Simulation & Gaming?

The journal primarily tackles Knowledge management, Social psychology, Multimedia, Experiential learning and Mathematics education. Simulation & Gaming is focused mainly on Social psychology, particularly Debriefing. The study on Multimedia presented in Simulation & Gaming intersects with the topics under Human–computer interaction.

It connects the study in Mathematics education with the closely related area of Pedagogy. While Game mechanics is the focus of it, it also provided insights into the studies of Game design and Simulations and games in economics education. Game Developer is a focus of the presented Game design works and it dives deep in Game Developer.

More specifically, the research on Game Developer in Simulation & Gaming is related to Game design document.

  • Knowledge management (13.97%)
  • Social psychology (10.88%)
  • Multimedia (10.30%)

What are the most cited papers published in the journal?

  • Games, Motivation, and Learning: A Research and Practice Model: (2151 citations)
  • The effectiveness of games for educational purposes: a review of recent research (630 citations)
  • Simulation-based training in anesthesia crisis resource management (ACRM): a decade of experience (534 citations)

Research areas of the most cited articles at Simulation & Gaming:

The main points discussed in the most cited publications deal with Knowledge management, Experiential learning, Social psychology, Mathematics education and Multimedia. The journal articles address concerns in Knowledge management which are intertwined with other disciplines, such as Context (language use), Higher education, Teaching method, Educational technology and Instructional design. While the most cited papers focused on Multimedia, they were also able to explore topics like Language acquisition and Human–computer interaction.

What topics the last edition of the journal is best known for?

  • Law
  • World War II
  • Social science

The previous edition focused in particular on these issues:

Simulation & Gaming aims to foster the development of research in Medical education, Teamwork, Mathematics education, Facilitator and Human–computer interaction. The Teamwork research presented in it explores the relationship between Nursing and the closely related topic of Problem-based learning. The Mathematics education works featured in Simulation & Gaming incorporate elements from Longitudinal study, Sustainable business, Game design, Social skills and Business simulation.

Some problems in Facilitator that were presented in Simulation & Gaming overlapped with concepts under Facilitation, Group facilitation, Debriefing and Engineering ethics. In the journal, Dreyfus model of skill acquisition, Health professions, Game play and Transfer of learning are investigated in conjunction with one another to address concerns in Debriefing research. The studies in Human–computer interaction featured incorporate elements of Virtual classroom and Order (business).

The most cited articles from the last journal are:

  • Challenges in Serious Game Design and Development: Educators’ Experiences: (4 citations)
  • A Multi-Site Study Examining the Usability of a Virtual Reality Game Designed to Improve Retention of Sterile Catheterization Skills in Nursing Students (3 citations)
  • Ensuring Educational Escape-Room Success: The Process of Designing, Piloting, Evaluating, Redesigning, and Re-Evaluating Educational Escape Rooms: (3 citations)

Papers citation over time

A key indicator for each journal is its effectiveness in reaching other researchers with the papers published at that venue.

The chart below presents the interquartile range (first quartile 25%, median 50% and third quartile 75%) of the number of citations of articles over time.

The top authors publishing in Simulation & Gaming (based on the number of publications) are:

  • David Crookall (72 papers) absent at the last edition,
  • Joseph Wolfe (28 papers) absent at the last edition,
  • Timothy C. Clapper (20 papers) published 1 paper at the last edition, 2 less than at the previous edition,
  • Precha Thavikulwat (19 papers) absent at the last edition,
  • Ken Jones (16 papers) absent at the last edition.

The overall trend for top authors publishing in this journal is outlined below. The chart shows the number of publications at each edition of the journal for top authors.

Only papers with recognized affiliations are considered

The top affiliations publishing in Simulation & Gaming (based on the number of publications) are:

  • Delft University of Technology (31 papers) published 2 papers at the last edition, 1 more than at the previous edition,
  • Oklahoma State University–Stillwater (25 papers) absent at the last edition,
  • Towson University (21 papers) absent at the last edition,
  • University of Nice Sophia Antipolis (18 papers) absent at the last edition,
  • University of Michigan (16 papers) published 1 paper at the last edition.

The overall trend for top affiliations publishing in this journal is outlined below. The chart shows the number of publications at each edition of the journal for top affiliations.

Publication chance based on affiliation

The publication chance index shows the ratio of articles published by the best research institutions in the journal edition to all articles published within that journal. The best research institutions were selected based on the largest number of articles published during all editions of the journal.

The chart below presents the percentage ratio of articles from top institutions (based on their ranking of total papers).Top affiliations were grouped by their rank into the following tiers: top 1-10, top 11-20, top 21-50, and top 51+. Only articles with a recognized affiliation are considered.

During the most recent 2021 edition, 20.00% of publications had an unrecognized affiliation. Out of the publications with recognized affiliations, 16.67% were posted by at least one author from the top 10 institutions publishing in the journal. Another 5.56% included authors affiliated with research institutions from the top 11-20 affiliations. Institutions from the 21-50 range included 11.11% of all publications and 66.67% were from other institutions.

Returning Authors Index

A very common phenomenon observed among researchers publishing scientific articles is the intentional selection of journals they have already attended in the past. In particular, it is worth analyzing the case when the authors participate in the same journal from year to year.

The Returning Authors Index presented below illustrates the ratio of authors who participated in both a given as well as the previous edition of the journal in relation to all participants in a given year.

Returning Institution Index

The graph below shows the Returning Institution Index, illustrating the ratio of institutions that participated in both a given and the previous edition of the conference in relation to all affiliations present in a given year.

The experience to innovation index

Our experience to innovation index was created to show a cross-section of the experience level of authors publishing in a journal. The index includes the authors publishing at the last edition of a journal, grouped by total number of publications throughout their academic career (P) and the total number of citations of these publications ever received (C).

The group intervals were selected empirically to best show the diversity of the authors' experiences, their labels were selected as a convenience, not as judgment. The authors were divided into the following groups:

  • Novice - P < 5 or C < 25 (the number of publications less than 5 or the number of citations less than 25),
  • Competent - P < 10 or C < 100 (the number of publications less than 10 or the number of citations less than 100),
  • Experienced - P < 25 or C < 625 (the number of publications less than 25 or the number of citations less than 625),
  • Master - P < 50 or C < 2500 (the number of publications less than 50 or the number of citations less than 2500),
  • Star - P ≥ 50 and C ≥ 2500 (both the number of publications greater than 50 and the number of citations greater than 2500).

The chart below illustrates experience levels of first authors in cases of publications with multiple authors.

Potential Career Pathways Based on Research Topics

Based on the diverse research topics and disciplines covered in the journal, there are several potential career pathways a researcher or student might consider. For instance, with a strong understanding of knowledge management, one might consider a career in corporate training or consulting. Similarly, a mastery of multimedia and human-computer interaction could open up jobs in technology or digital marketing. If you have a particular inclination towards mathematics education, a career as an educator might be an excellent fit. You could look into ways on how you might use your simulation & gaming background as an original teaching approach. If you're interested in teaching art, check out our guide on how to become a high school art teacher in South Carolina. Moreover, those drawn to social psychology and debriefing may find positions in counseling, social work, or human resources especially fulfilling. For researchers intrigued by game design and mechanics, careers in the gaming industry—from game developer to user-experience architect—could be a perfect fit. Exploring these career pathways based on your unique interests and strengths might bring you a step closer to a fulfilling career rooted in your simulation & gaming research. Whichever pathway you choose, remember that the skills and knowledge you gain through your research work are transferable and valuable in many fields.

Top Publications

  • Do Badges Affect Intrinsic Motivation in Introductory Programming Students

    Lisa Facey-Shaw;Marcus Specht;Peter van Rosmalen;Jeanette Bartley-Bryan

    (2020)
    51 Citations
  • Your Move: An Open Access Dataset of Over 1500 Board Gamer’s Demographics, Preferences and Motivations

    (2023)
    6 Citations
  • Do Gaming Simulations Substantiate That We Know More Than We Can Tell

    M. A. van Haaften;M. A. van Haaften;I. Lefter;H. Lukosch;O. van Kooten;O. van Kooten

    (2021)
    5 Citations
  • Gamification and Gaming in Cryptocurrency Education: A Survey with Cryptocurrency Investors and Potential Investors

    (2024)
    2 Citations
  • Defibrillator Training in the Virtual Setting is Feasible and Improves Medical Student Self-Efficacy; A Pilot Study

    (2024)
    0 Citations

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Best Scientists Contributing to This Journal