International journal of gaming and computer-mediated simulations

The International Journal of Gaming and Computer-Mediated Simulations (IJGCMS) is a peer-reviewed, international journal devoted to the theoretical and empirical understanding of electronic games and computer-mediated simulations. The journal is interdisciplinary in nature; it publishes research fro...

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Bibliographic Details
Corporate Author: IGI Global.
Format: Electronic
Language:English
Published: Hershey, Pa. : IGI Global (701 E. Chocolate Avenue, Hershey, Pa., 17033, USA), 2009-
Subjects:
Online Access:View fulltext via EzAccess
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222 # 0 |a International journal of gaming and computer-mediated simulations 
245 0 0 |a International journal of gaming and computer-mediated simulations  |h [electronic resource]. 
246 1 3 |a Journal of gaming and computer-mediated simulations 
246 1 3 |a Gaming and computer-mediated simulations 
246 1 3 |a IJGCMS 
246 1 3 |a JGCMS 
260 # # |a Hershey, Pa. :  |b IGI Global (701 E. Chocolate Avenue, Hershey, Pa., 17033, USA),  |c 2009- 
300 # # |a electronic texts ( v.) :  |b digital files. 
310 # # |a Quarterly 
362 1 # |a Began with Vol. 1, no. 1 (Jan./Mar. 2009). 
506 # # |a Restricted to subscribers or individual electronic text purchasers. 
520 # # |a The International Journal of Gaming and Computer-Mediated Simulations (IJGCMS) is a peer-reviewed, international journal devoted to the theoretical and empirical understanding of electronic games and computer-mediated simulations. The journal is interdisciplinary in nature; it publishes research from fields and disciplines that share the goal of improving the foundational knowledge base of games and simulations. The journal publishes critical theoretical manuscripts as well as qualitative and quantitative research studies, meta-analyses, and methodologically-sound case studies. The journal also includes book reviews to keep readers on the forefront of this continuously evolving field. Occasional special issues from the journal provide deeper investigation into areas of interest within either gaming or simulations. 
530 # # |a Also available in print. 
538 # # |a Mode of access: World Wide Web. 
588 # # |a Description based on: Vol. 1, no. 1 (Jan./Mar. 2009); title from title screen (IGI Global, viewed Oct. 1, 2010). 
588 # # |a Latest issue consulted: Vol. 2, no. 2 (2010). 
650 # 0 |a Computer simulation  |v Periodicals. 
650 # 0 |a Computer games  |v Periodicals. 
650 # 0 |a Educational innovations  |v Periodicals. 
653 # # |a Cognitive, social, and emotional impact of games and simulations 
653 # # |a Current and future trends 
653 # # |a Electronic games and simulations in government, business, and the workforce 
653 # # |a Electronic games and simulations in teaching and learning 
653 # # |a Societal and cultural impacts of games and simulations 
653 # # |a Impact of game and simulation development use on race and gender 
653 # # |a Innovative and current research methods 
653 # # |a Psychological aspects 
653 # # |a Teaching of games and simulations 
710 2 # |a IGI Global. 
776 0 # |c (Original)  |w (DLC) 2008212460  |x 1942-3888 
856 4 0 |u https://ezaccess.library.uitm.edu.my/login?url=http://services.igi-global.com/resolvedoi/resolve.aspx?doi=10.4018/IJGCMS  |z View fulltext via EzAccess