Reflecting on Gaming in the Time of Pandemic Crisis As the COVID-19 pandemic affects us all, I focus here, in this editorial, on some aspects related to gaming and simulation in these challenging times. There have been some reflective conversations within the ISAGA network that I would like to share with you. My honored colleague, Simulation & Gaming advisory board member, Jan Klabbers started a discussion via email some weeks ago by stating: "Reflecting on all the confusing and threatening news, on the rapidly and drastically changing political and socioeconomic landscape, and absorbing their impact on our daily affairs, I wonder what game of life we are forced to play nowadays.. . I am interested to learn how you experience the pandemic at your place, and how it is impacting on your views on designing, facilitating, and debriefing games, on the basis of the various rules of social distancing that you.. . envision and apply." Several other colleagues around the globe answered. I would like, here, to share some answers and statements that seem especially interesting for directing future research, for practical decisions in the games design process and for simulations as interactive learning environments. Amparo Garcia-Carbonell, Simulation & Gaming advisory board member, wrote: "I have always believed and enjoyed playing and interacting with my students in situational classroom contexts, with interactive dynamic and face to face and games. Can digital-telematic processes really reproduce similar cognitive processes?" Heide Lukosch, Simulation & Gaming Associate Editor, added: "While I very much 'like' the digital developments we made at the gamelab in Delft, I am still convinced of the power of physical games for learning in its broadest sense, and for increasing awareness. And even the digital games were/are often used in a group setting. I would not know how to replace this experience in a distance setting with the same result.. .. The direct contact between players, exchange of artefacts such as currencies, forms, or tokens, is one of the haptic elements that underpins games' attractiveness. Especially