COMPILATION OF 45 GAME-BASED LEARNING JOURNALS: PART 4
Information Sources for the Topics of Game-Based Learning, Simulations, Serious Games, Gamification, Virtual Reality, and Immersive Learning.
This Part 4 continues from the previous post.
JOURNAL TITLE LIST
- JOURNAL OF VIRTUAL WORLDS RESEARCH
- KINEPHANOS
- LEARNING, MEDIA AND TECHNOLOGY
- THE LEARNING RUSH
- SIMULATION AND GAMING: AN INTERNATIONAL JOURNAL OF THEORY, PRACTICE AND RESEARCH
- VIRTUAL CREATIVITY (FORMERLY: METAVERSE CREATIVITY)
- VIRTUAL EDUCATION JOURNAL
- VIRTUAL REALITY
- WELL PLAYED: A JOURNAL ON VIDEO GAMES, VALUE AND MEANING
JOURNAL DETAILS
JOURNAL OF VIRTUAL WORLDS RESEARCH
http://jvwresearch.org/
Description
The Journal of Virtual Worlds Research is an online, open access academic journal that adheres to the highest standards of peer review and engages established and emerging scholars from anywhere in the world. The Journal of Virtual Worlds Research is a transdisciplinary journal that engages a wide spectrum of scholarship and welcomes contributions from the many disciplines and approaches that intersect virtual worlds research. The field of virtual worlds research is a continually evolving area of study that spans across many disciplines and the JVWR editorial team looks forward to engaging a wide range of creative and scholarly work.
What are virtual worlds and what is virtual worlds research, within the context of this journal? These are evolving questions that we hope the formation of a community of scholarship will explore and expand. However, to provide a base to build upon, we consider virtual worlds to be computer-based simulated environment where users interact with other users through graphic or textual representations of themselves utilizing textual chat, voice, video or other forms of communication. The term virtual worlds includes, is similar to, or is synonymous (with extensive qualifications) to the terms of virtual reality, virtual space, datascape, metaverse, virtual environment, massively multiplayer online games (MMOs or MMOGs), massively multiplayer online role playing games (MMORPGs), multi-user dungeon, domain or dimension (MUDs), MUD object oriented (MOOs), multi-user shared hack, habitat, holodeck, or hallucination (MUSHs), massively-multiuser online graphical environments, collaborative virtual environments (CVEs) or multi-user virtual environments (MUVES), and immersive virtual environments (IVEs).
We see the current predominance of the virtual worlds of Second Life and its competitors as the most recent iteration of a long lineage of developments in virtual reality and gaming both in terms of technologies and conceptualization. Finally, we do not pretend to be a gaming journal, and hope that through this forum we are contributing to the development of specific space within the scholarly and creative communities for discourse on the wide variety of topic areas that are involved in virtual worlds research, including history of virtual worlds, cultural and social theory, quantitative research, qualitative research, virtual ethnographies, pedagogy, education and virtual worlds, development, experimentation, ideas and the intersection of virtual worlds and society.
KINEPHANOS
http://www.kinephanos.ca/2016/exploring-the-frontiers-of-digital-gaming/
Description
Kinephanos is a bilingual, interdisciplinary and multidisciplinary academic online journal, which studies the issues affecting popular cultures and media. The journal focuses mainly on films and television series, video games, emerging technologies, as well as fan cultures. The articles we publish explore questions about image and sound in popular culture through different approaches, especially from film, game, media and cultural studies, and humanities.
Special Issue: Exploring the Frontiers of Digital Gaming: Traditional Games, Expressive Games, Pervasive Games.
LEARNING, MEDIA AND TECHNOLOGY
http://www.tandfonline.com/loi/cjem20
Description
Learning, Media and Technology aims to stimulate debate on digital media, digital technology and digital cultures in education. The journal seeks to include submissions that take a critical approach towards all aspects of education and learning, digital media and digital technology – primarily from the perspective of the social sciences, humanities and arts. The journal has a long heritage in the areas of media education, media and cultural studies, film and television, communications studies, design studies and general education studies.
As such, Learning, Media and Technology is not a generic ‘Ed Tech’ journal. We are not looking to publish context-free studies of individual technologies in individual institutional settings, ‘how-to’ guides for the practical use of technologies in the classroom, or speculation on the future potential of technology in education.
Instead we invite submissions which build on contemporary debates such as:
- The ways in which digital media interact with learning environments, educational institutions and educational cultures
- The changing nature of knowledge, learning and pedagogy in the digital age
- Digital media production, consumption and creativity in educational contexts
- How digital media are shaping (and being shaped by) educational practices in local, national and global contexts
- The social, cultural, economic and political nature of educational media and technology
- The ways in which digital media in education interact with issues of democracy and equity, social justice and public good
Learning, Media and Technology analyses such questions from a global, interdisciplinary perspective in contributions of the very highest quality from scholars and practitioners in the social sciences, communication and media studies, cultural studies, philosophy, history as well as in the information and computer sciences.
THE LEARNING RUSH
http://learningrush.com/zine/gamification
Description
A long time ago, in a galaxy far far away… we had treks to the library, water-cooler chats, and – gasp! – the newspaper as resources we could scour, searching for news relevant to the work. Fast forward to the present, and we have a cloud of information about the training industry in constant orbit, demanding we spend the time sifting through what’s new, what’s important, what’s exciting. We know what you’re thinking – you thought this Internet thing was supposed to make your life easier, right?
Now, we welcome you to the future: The Learning Rush. Where a community of influencers – thought leaders who both create and filter through all the stories of the day – and the moderators carefully select each story for its relevance to your world as a learning and development professional. Where you can quickly drop in every day for the top stories – as you start your day, on your lunch break, on your commute home (as long as you’re not driving, of course).
Get the latest on cutting-edge learning technologies, like e-learning, m-learning, and gamification. Check out recent thought-providing articles on instructional design. Grab the newest tips within talent management. Take your organization to the next level with CSR and sustainability.
And it doesn’t stop there – we invite you to become part of The Learning Rush community. Provide feedback. Log in to comment on stories. Become an influencer yourself, and be recognized as a leading voice in the training industry!
The Learning Rush: Your real-time news feed, custom-tailored for the training community.
SIMULATION AND GAMING: AN INTERNATIONAL JOURNAL OF THEORY, PRACTICE AND RESEARCH
https://us.sagepub.com/en-us/nam/simulation-gaming/journal200777
Description
For more than four decades, Simulation & Gaming: An International Journal of Theory, Practice and Research has served as a leading international forum for the exploration and development of simulation/gaming methodologies used in education, training, consultation, and research. It appraises academic and applied issues in the expanding fields of simulation, computer- and internet-mediated simulation, virtual reality, educational games, video games, industrial simulators, active and experiential learning, case studies, and related methodologies.
Multidisciplinary in Scope
The broad scope and interdisciplinary nature of Simulation & Gaming are demonstrated by the wide variety of interests and disciplines of its readers and contributors, who practice in areas such as: business, cognition, communication, decision making, psychology, economics, education, educational technologies, engineering, entrepreneurship, environmental issues, human resources, international studies, language training, learning theory, management, marketing, medicine, multiculturalism, , negotiation, organization studies, peace and conflict studies, policy and planning, political science, project management, sociology, teamwork, technology, and research methodology.
Every issue of Simulation & Gaming features theoretical and applied articles; conceptual papers; empirical studies; simulation/game reviews, ready-to-use simulations/games; brief communications; and association announcements, news and notes.
VIRTUAL CREATIVITY (FORMERLY: METAVERSE CREATIVITY)
http://www.intellectbooks.co.uk/journals/view-Journal,id=179/
Description
Virtual Creativity is an academic peer-reviewed journal focusing on creativity in online virtual worlds and other related platforms where the virtual is examined as a central theme in contemporary media art practices and applied contexts. Pieces exploring the subject of digital creativity are sought from the broad perspective of Art, Science and Technology, in what is a widespread field of discourse. One focus of the journal is an examination of creative activity in the metaverse – from art, design and architecture, to research and education, to play and entertainment. Additionally, Virtual Creativity seeks to engage with ways in which the virtual reflects upon the implications of the physical.
Topics that fall within the scope of the journal include:
- Creative Practices related to Virtual Worlds, Augmented Space, Virtual Reality, Mixed Reality, Future Immersive Worlds, Physical/Virtual Dialogues
- Art, Science and Technology – Art and Science, Art and Technology, Art as Research/Practice-Based Research
- Virtual technologies – Virtual Reality/Augmented Reality, Cognitive Informatics, Brain-Computer Interfaces
- Embodiment Practices – the Avatar, Identity, Performance, Gender
- Applied Practices related to Networked Performance, Art and Heritage, and Cyber-museums
- Learning in Virtual Worlds, and applications related to Therapy and Health
- Theoretical Contexts
VIRTUAL EDUCATION JOURNAL
http://virtualeducationjournal.com/
Description
The Virtual Education Journal has been publishing a digital journal for nearly two years. The issues have been uploaded to the ISSUU website, www.issuu.com,where you can search for Edovation to find the entire archive of issues. With a one – two punch, we are launching this site and simultaneously creating a new build in second Life. The Second Life build is the Virtual Education Journal (VEJ) Headquarters and Conference Center.
VIRTUAL REALITY
http://www.springer.com/computer/image+processing/journal/10055
Description
The aim of the journal is to disseminate research and provoke discussion in the area of Virtual Reality. The multidisciplinary nature of the field means that submissions will be welcomed on a wide range of topics including, but not limited to, the following:
- Virtual Reality Technology and Software Systems
- Design of VR systems and VEs
- Human Factors
- Virtual Reality Applications
- Assessment of Virtual Reality Systems
- Philosophical and Ethical Issues
- Advances Relevant to Virtual Reality
The journal’s audience includes those undertaking basic and applied research in either academia or industry, alongside developers and users of applications.
WELL PLAYED: A JOURNAL ON VIDEO GAMES, VALUE AND MEANING
http://press.etc.cmu.edu/wellplayed
Description
The Well Played Journal is a forum for in-depth close readings of video games that parse out the various meanings to be found in the experience of playing a game. It is a reviewed journal open to submissions that will be released on a regular basis with high-quality essays.
Contributors are encouraged to analyze sequences in a game in detail in order to illustrate and interpret how the various components of a game can come together to create a fulfilling playing experience unique to this medium. Through contributors, the journal will provide a variety of perspectives on the value of games.
As with the three Well Played books (1.0 | 2.0 | 3.0), the term “well played” is being used in two senses. On the one hand, well played is to games as well read is to books. So, a person who reads books a lot is “well read” and a person who plays games a lot is “well played.” On the other hand, well played as in well done. So, a hand of poker can be “well played” by a person, and a game can be “well played” by the development team.
Contributors are encouraged to look at video games through both senses of “well played.” So, with well-played as in well read, contributors are looking closely at the experience of playing a game. And with well-played as in well done, contributors are looking at a game in terms of how well it is designed and developed.
The goal of the journal is to continue developing and defining a literacy of games as well as a sense of their value as an experience. Contributors are invited to also discuss games in general (ranging from tabletop, to big games and more) and how they are often designed for different fields (education, entertainment, etc.) as we more fully develop a literacy around games and play. Contributors are encouraged to consider using screenshots and video of their gameplay in order to help illustrate their ideas. And we’re open to suggestions on themed issues around a specific game or a topic across games.
Video games are a complex medium that merits careful interpretation and insightful analysis. By inviting contributors to look closely at video games and the experience of playing them, we hope to expand the discussion, and show how games are well played in a variety of ways.
Well Played session tracks are also being held at academic and industry conferences. There are sessions at Games, Learning and Society, DiGRA, IndieCade and Games for Change, as well as at the Museum of the Moving Image in New York, with other events being planned.
This is the end of the compiled list. 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 01-Feb-2017