On the Horizon: Volume 17 Issue 4


Table of contents - Special Issue: Teaching and learning through gaming simulation

Hardware, software, and wetware

Tom P. Abeles

This paper aims to explore the technology‐driven horizon for education in general and post secondary education in particular.


An ideation game conception based on the Synectics method

Heiko Duin, Jannicke Baalsrud Hauge, Klaus‐Dieter Thoben

Ideation, which is the generation of ideas, is the most crucial step in the early stage of innovation projects. Creativity methods can be applied for ideation purposes. Here, the

Grounding simulations in reality: a case study from an undergraduate Politics degree

Simon Usherwood

The purpose of this paper is to address the issue of how best to reproduce realistic reproductions and outcomes in the dynamic environment of a simulated negotiation on a

Case study of cultural comparison using a simulation game – COSIGA

Zheng Ma, Chih‐Cheng Lin, Kul Pawar, Johann Riedel

The purpose of this paper is to implement the simulation game in the cultural comparison study so as to understand the impact of cultural differences on the team interaction.

A generic process simulation‐model for educational simulations and serious games

Felix Hunecker

The purpose of this paper is to give an overview about the design of reusable simulation models for serious games.


Educator insight on simulations and games: a comparative study between business schools in Thailand and the UK

Chaipong Pongpanich, Tanasak Krabuanrat, Kim Hua Tan

The purpose of this paper is to investigate and gain insights into the use of computer simulations and games in business schools in Thailand. In addition, it aims to compare the

Teaching construction management through games alone: a detailed investigation

G. Long, M.J. Mawdesley, D. Scott

This paper aims to describe work carried out by the authors using simulation games to teach key aspects of construction management to civil engineering students. The use of

Surgical performance in a virtual environment

May Y. Choi, Garnette R. Sutherland

The purpose of this paper is to determine the effect of video game and surgical experience on the ability to adapt to and use the neuroArm virtual reality (VR) simulator.

Learning through business games – an analysis of successes and failures

A. Gonen, E. Brill, M. Frank

The purpose of this research paper is to explore the interrelations between success in the Business Games course and other MSc courses, and the parameters that influence success


Evaluating business simulation software: approach, tools and pedagogy

Melanie King, Richard Newman

The purpose of this paper is to identify a business simulation appropriate for MEng Engineering students. The selection was based on the following factors; exploring methods for


Negotiation oriented simulation exercises that incorporate business continuity and international security

Peter R.J. Trim, Yang‐Im Lee

This paper seeks to explain how negotiation simulation exercises can be used to develop management insights and theory in the areas of business continuity and international

Field testing two simulation games: do winners win consistently?

Suresh L. Gamlath

The study emanated from initial attempts to determine whether two computer simulations used in teaching a college business course delivered a meaningful learning experience. This


The application of management simulation and game teaching in Taiwan and Australia

C.H. Andreas Liu, Chien‐Ta Bruce Ho, Kim Hua Tan

The purpose of this paper is to investigate the usage of business and simulation games in classroom teaching in the businesses schools of Taiwan and Australia.

Towards understanding engagement in games: an eye‐tracking study

Tony Renshaw, Richard Stevens, Paul D. Denton

The purpose of this paper is to report research undertaken in developing improved understandings of players' interaction and emotional experience of electronic gaming.

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  • John Moravec