Business simulation games: current usage levels—an update
Simulation and Gaming - Special issue on a quarter century of Ken Jones
Business Dynamics
Use of Business Simulation Games in Hong Kong
Simulation and Gaming
A Survey of Simulation Game Users, Former-Users, and Never-Users
Simulation and Gaming
Modes of learning in the use of a computer-based business simulation game
International Journal of Learning Technology
Acting, Knowing, Learning, Simulating, Gaming
Simulation and Gaming
Balancing Play, Meaning and Reality: The Design Philosophy of LEVEE PATROLLER
Simulation and Gaming
Teacher Perceptions of Games in Singapore Schools
Simulation and Gaming
Serious Games, Debriefing, and Simulation/Gaming as a Discipline
Simulation and Gaming
Socially relevant simulation games: a design study
MM '11 Proceedings of the 19th ACM international conference on Multimedia
Teacher Perceptions of Games in Singapore Schools
Simulation and Gaming
World of Golf: a socially relevant simulation game
Proceedings of the 4th International Conference on Fun and Games
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This article presents a conceptual analysis of simulation game adoption and use across university faculty. The metaphor of epidemiology is used to characterize the diffusion of simulation games for teaching and learning. A simple stock-flow diagram is presented to illustrate this dynamic. Future scenarios for simulation game adoption are presented, based on alternative diffusion behaviors. University strategies for increasing simulation game use are explored. It is concluded that while creating endemic use of simulation games by faculty is unlikely, we can employ measures that will significantly expand the stock of faculty acting as simulation game instructors.