Gaming-based Modeling and Simulation
- Crookall, D. and K Arai (1995), Simulation and Gaming across Disciplines and Cultures: ISAGA at a Watershed, Thousand Oaks: Sage Publications
- Ellington, H., M. Gordon, and J. Fowlie (1998), Using Games and Simulations in the Classroom, Routledge, UK
- Gibson, D., C. Aldrich, and M. Prensky (2007), Games and Simulations in Online Learning: Research and Development Frameworks, Idea Group Inc. (IGI)
- Keys, J.B. and J.A Wolfe (1997), Business Simulations, Games, and Experiential Learning in International Business Education, Haworth Press
- Riis, J.O., Ed., (1995), Simulation Games and Learning in Production Management, Springer
- Saunders, D. and J. Severn, Eds., (1999), The International Simulation & Gaming Research Yearbook Volume 7: Simulations and Games for Strategy and Policy Planning, Routledge, UK.
- Saunders, D. and N. Smalley (2000), Eds., The International Simulation & Gaming Research Yearbook Volume 8: Simulations and Games for Transition and Change, Routledge, UK.
- Shiratori, R. and K. Araii (2004), Gaming, Simulations and Society: Research Scope and Perspective, Springer
- International Simulation and Gaming Association (ISAGA) Conference 2007, Nijmegen, The Netherlands, July 9-13.
- North American Simulation and Gaming Association (NASAGA) Conference 2007, Atlanta, Georgia, October 10-13.
- Association for Business Simulation and Experiential Learning (ABSEL)
- Digital Games Research Association (DiGRA)
- International Simulation and Gaming Association (ISAGA)
- Japan Association of Simulation and Gaming (JASAG)
- North American Simulation and Gaming Association (NASAGA)
- Simulation and Advanced Gaming Environments for Learning
- Simulation and Gaming Association - The Netherlands (SAGANET)
- Swiss Austrian German Simulation and Gaming Association (SAGSAGA)
- Society for Intercultural Education, Training and Research - USA (SIETAR-USA)
- Society for the Advancement of Games and Simulations in Education and Training (SAGSET)
- Society of Simulation and Gaming of Singapore (SSAGSg)
Disciplines Using Gaming
- Entertainment Industry
Intended Uses / Objectives
Classroom Gaming: Education of students Management Gaming: Training, Education of managers War Gaming: Training, Education of military personnel Video Gaming: Entertainment, Education, Training