Editorial Policies

Focus and Scope

The IJSG publishes original papers of significant and lasting value in all areas related to design, development, deployment and assessment of digital Serious Games (SGs). The journal encourages submission of manuscripts that enhance the theoretical foundations of game-based learning and SG design, show innovative technological solutions aimed to improve teaching and learning, and/or provide user studies about deployment of SGs in educational or corporate training settings. Papers investigating business/product analysis and market penetration are welcome as well.

All papers should advance the state of the art in the relevant area. Empirical studies are strongly encouraged. Papers may be one of several types: research paper; tutorial/survey; research note/short paper; software/algorithms; addendum/corrections; datasets.

By publishing high quality scientific and technological papers, the IJSG intends to address the need for scientific and engineering methods for building games as effective learning tools. A successful application of SGs for education and training demands appropriate metrics, analytics, tools, and techniques for in-game user assessment, in order to allow meeting the educational goals, provide proper user feedback and support adaptivity. Appropriate mapping should be defined in order to support translation of pedagogical goals into compelling game experiences.

The SGJ aims at filling this gap, as the world reference scientific publication for supporting SG design and deployment.

 

Section Policies

Articles

Checked Open Submissions Checked Indexed Checked Peer Reviewed

Editorial

Checked Open Submissions Checked Indexed Unchecked Peer Reviewed

GaLA Conf 2014 special issue

Checked Open Submissions Checked Indexed Checked Peer Reviewed

Letters to the Editor

Checked Open Submissions Checked Indexed Checked Peer Reviewed

Communications

Checked Open Submissions Checked Indexed Unchecked Peer Reviewed

Special Issue on Digital Games for Learning Mathematics

Editors
  • Kristian Kiili
Checked Open Submissions Checked Indexed Checked Peer Reviewed

Corrigendum

Unchecked Open Submissions Checked Indexed Unchecked Peer Reviewed

GaLA Conf 2015 special issue

Checked Open Submissions Checked Indexed Checked Peer Reviewed

ICEC workshop 2016 Special issue

Editors
  • Jannicke Baalsrud Hauge
Checked Open Submissions Checked Indexed Checked Peer Reviewed

Gala Conf 2016 Special Issue

Editors
  • Rosa Maria Bottino
Checked Open Submissions Checked Indexed Checked Peer Reviewed
 

Peer Review Process

Each submitted manuscript is assigned by the editor to a member of the editorial board, who will select the reviewers panel. Each manuscript will be revised by three reviewers. The member of the editorial board is the responsible for the final decision and for correspondence with the authors.

In the submission accompanying message, authors may indicate undesired reviewers.

The following criteria should be considered in the review:

  • Novelty
  • Advancement over the State of the Art
  • Technical Soundness
  • Readability and clarity
  • Completeness

 

 

Open Access Policy

This journal provides immediate open access to its content on the principle that making research freely available to the public supports a greater global exchange of knowledge.

 

Archiving

This journal utilizes the LOCKSS system to create a distributed archiving system among participating libraries and permits those libraries to create permanent archives of the journal for purposes of preservation and restoration. More...

 

Call for papers

IJSG seeks original contributions that advance the state of the art in the technologies and knowledge available to support development and deployment of serious games. Experimental studies are strongly encouraged.

Papers may be one of several types: research paper; tutorial/survey; research note/short paper; software/algorithms; addendum/corrections; datasets.

Potential topics include, but are not limited to:

Serious Game design:

  • Mapping pedagogical goals, outcomes and principles into serious game mechanics
  • SG mechanics
  • Gamification design
  • Design of score and rewards
  • Realism, engagement, learning and entertainment
  • Collaboration and cooperation

Technologies:

  • Human-Computer Interaction (hardware, software)
  • Artificial intelligence for SGs
  • Neuro-scientific principles, experiments and applications
  • Technological support for collaborative games
  • User modeling and profiling
  • Adaptivity
  • Augmented and virtual reality
  • Support for learner performance assessment (stealth, formative, summative) 
  • Provision of feedback
  • Efficient development tools
  • Support for educators and trainers
  • Support for gamification
  • Learning analytics
  • Modeling and simulation
  • Interoperability and standards

Applications:

  • User studies applying serious games in formal education
  • User studies applying serious games in training (professional, corporate and executive training, skill development and other workforce programs)
  • Case studies on developing/deploying serious games in application domains such as business, management, entrepreneurship, environment, cultural heritage, health, smart buildings, humanities, engineering, manufacturing, security, safety, ethics, etc.
  • User studies of applying serious games in the above domains, studying effectiveness for learning/training
  • Understanding how, when, with whom, for what to use SGs
  • Gamification in various application domains
  • Verification of knowledge transfer
  • Study of the long-term impact
  • Assessing personal abilities through SGs
  • Usability studies

Pedagogy:

  • Pedagogical theories and their applications in SGs
  • User modeling
  • User assessment
  • Support for educators and trainers
  • Gamification
  • Support higher-order thinking through SGs

Industrial topics:

  • SG market studies
  • Business models for SGs
  • Pervasive gaming
  • Mobile gaming
  • Gamification
  • Products to support SG development and deployment
  • SG knowledge and technology transfer

 

Editorial board

Editor in chief:
Alessandro De Gloria, University of Genoa, Italy

Editorial board:
Albert Anghern, Institut Européen d'Administration des affaires, France  
Sylvester Arnab, Coventry University, United Kingdom
Jannicke Baalsrud-Hauge, Universität Bremen, Germany
Francesco Bellotti, University of Genoa, Italy
Riccardo Berta, University of Genoa, Italy
Rafael Bidarra, Techincal University Delft, The Netherlands
Rosa Maria Bottino, National Research Council, Italy
Donald Brinkman, Microsoft, USA
Anthony Brooks, Univeristy of Aalborg, Denmark
Damian Brown, Serious Games Interactive, Denmark
Deniz Eseryel, University of Oklahoma, USA
Samir Garbaya, Ecole Nationale supérieure d'arts et métier, France
Stefan Göbel, Technical University Darmstadt, Germany
Ole-Ivar Holthe, Geelix, Norway
Dirk Ifenthaler, Open Universities Australia, Australia
Michael Kickmeier-Rust, Graz University of Technology, Austria
Kristian Kiili, Tampere University of Technology, Finland
John Kirriemuir, Silversprite, United Kingdom
Milos Kravcik, RWTH Aachen University, Germany
Dimitris Kristis, Ecole Polytechnique Fédérale de Lausanne, Switzerland
Effie Law, University of Leicester, United kingdom
Theo Lim, Heriot-Watt University, United kingdom
Iván Martínez-Ortiz, Universidad Complutense de Madrid, Spain
Pablo Moreno Ger, Universidad Complutense de Madrid, Spain
Michela Mortara, National Research Council, Italy
Manuel Ninaus, University of Graz, AustriaMichela Ott, National Research Council, Italy
Carmen Padron, Atos, Spain
Gonçalo Pereira, INstituto de Engenharia de Sistemas e Computadores, Portugal
Ken Perlin, New York University, USA
Andrew Phillips, Rochester Institute of Technology, USA
Rui Prada, INstituto de Engenharia de Sistemas e Computadores, Portugal
Claudia Ribeiro, INstituto de Engenharia de Sistemas e Computadores, Portugal
James Ritchie, Heriot-Watt University, UK
Ion Roceanu, National Defence University “Carol I”, Romania
Daniela Romano, University of Sheffield, UK
Margarida Romero, University of Laval, Canada
Ben Schouten, Eindhoven University of Technology, Netherlands
Kam Star, Playgen, United kingdom
Kelvin Sung, University of Washington Bothell, USA
Remco Veltkamp, University of Utrecht, Netherlands
Wim Westera, Open Universiteit Nederland, Netherlands
Telmo Zarraonandia, Universidad Carlos III Madrid, Spain

 

Abstracting and Indexing

The articles of the International Journal of Serious Games Technology are currently included in the following databases/resources:

  • DBLP
  • DOAJ
  • EBSCO databases
  • ESCI, in the ISI Web of Science Core Collection
  • Google Scholar
  • J-Gate 
  • Science  Citation Index  (SCI)  

 

ISSN:  2384-8766

Doi prefix: 10.17083/IJSG

 

Charges

The IJSG does not involve any article processing nor author submission charge.

 

Author's rights

PUBLISHING AND COPYRIGHTS

Authors grant IJSG an exclusive license to publish.

This journal uses an exclusive licensing agreement. Authors will retain copyright alongside scholarly usage rights and the IJSG will be granted publishing and distribution rights.

Rights granted to the IJSG

  • The exclusive right to publish and distribute an article, and to grant rights to others, including for commercial purposes.
  • The right to provide the article in all forms and media so the article can be used on the latest technology even after publication.

The authority to enforce the rights in the article, on behalf of an author, against third parties, for example in the case of plagiarism or copyright infringement.

Creative Commons License

 

 

The International Journal of Serious Games(IJSG) by Serious Games Society is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.

 

 

 

Publication Ethics

Plagiarism

Cases of plagiarism (passing someone else’s work as his own) and self-plagiarism (reuse of substantial parts of one’s own work without appropriate references) detected during the review process will be judged by the journal editor case by case.

In case plagiarism in already published texts emerges, the author will be contacted and the editor will decide on the actions to be taken, from adjustment of the involved paragraphs to retraction of the article.

Conflict of interest

A conflict of interest can interfere with objectivity in judging. Therefore, authors should inform the editor at the time of manuscript submission of any potential conflict of interest with a potential reviewer or editor. Similarly, if the member of the editorial board who has been appointed as responsible for the review becomes aware of a conflict of interest, he will inform the editor.