A number of journals either explicitly include the publication of research on gamification as part of their mission or regularly publish research that will be of interest to gamification scholars and practitioners. For example:
- JMIR Serious Games describes itself as “a multidisciplinary journal on gaming and gamification including simulation and immersive virtual reality for health education/promotion, teaching, and social change.”
- The International Journal of Serious Games “publishes original, peer-reviewed, scientific articles addressing theoretical, experimental and operational aspects in the areas related to design, development, engineering, deployment and assessment of digital Serious Games (SGs).” It notes that it “does not address sociological/political aspects” of serious games. The journal is published by the Serious Games Society.
- EAI Endorsed Transactions on Serious Games focuses “on serious games applications, serious games technology, serious games analytics, user experience design and more. The journal publishes research articles, review articles, commentaries, editorials, technical articles, and short communications with a biannual frequency.”
- Entertainment Computing includes among its areas of interest “Serious Games used in education, training, and research” and “Simulation/gaming methodologies used in education, training, and research.”
- Games and Culture “promotes innovative theoretical and empirical research about games and culture within interactive media. The journal serves as a premiere outlet for ground-breaking work in the field of game studies and its scope includes the socio-cultural, political, and economic dimensions of gaming from a wide variety of perspectives.”
- Game Studies strives “to explore the rich cultural genre of games; to give scholars a peer-reviewed forum for their ideas and theories; to provide an academic channel for the ongoing discussions on games and gaming.”
- Replay: The Polish Journal of Game Studies “is devoted to interdisciplinary study of games, gaming, and gamers. We publish original research results conducted from different perspectives, cultural, sociological, and philosophical among others, with a strong focus on the history of digital games.”