Aims and Scope

The journal focuses on a wide range of topics under the areas of gamification, game-based learning, serious games, fun learning, edutainment, game assessment, game design issues, trend and challenges.

The journal publishes original papers including but not limited to the following fields:

  • Gamification, Game-based Learning (GBL), Serious Games or Edutainment
  • Gamification and learning management system
  • Instructional design for gamification or GBL
  • Learning by playing games or learning by making games
  • Learning style in gamification or GBL
  • Game psychology, cross cultural, communities, political, or economic impact of gamification or GBL
  • Game gender, age appropriateness or special needs
  • Gaming application or technologies
  • Game design and development
  • Adaptive game design for gamification or GBL
  • Mobile and augmented reality development for GBL
  • Virtual and immersive worlds in GBL
  • Game usability, evaluation, assessment, testing, or playtesting.
  • Gamer/User experience
  • Gaming analytics or rediction
  • Collaborative work in virtual, immersive, or gaming environments.
  • Benefits of participation in and competition among gaming communities.
  • Case studies and empirical studies, best practices and lessons learned in the area of gamification and GBL.

Contributions are invited from all educational institutions, industry players, game industry-driven, and individual based on their research, theory, critical explorations and best practices.

The journal is expected to be a reference to students, researchers and individuals involved directly in the game design industry or who are interested in the field of game development in Malaysia and international contexts.