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Simulation video game

From Wikipedia, the free encyclopedia
Video game genre
"Sim game" redirects here. For the game literally called Sim, seeSim (game). For the series, seeList of Sim video games.
Video games
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Simulation video games

Simulation video games are a diverse super-category ofvideo games, generally designed to closely simulate real world activities.[1] A simulation game attempts to copy various activities from real life in the form of a game for various purposes such astraining, analysis, prediction, or entertainment. Usually there are no strictly defined goals in the game, and the player is allowed to control a character or environment freely.[2] Well-known examples arewar games,business games, androle play simulation. From three basic types of strategic, planning, and learning exercises: games, simulations, and case studies, a number of hybrids may be considered, including simulation games that are used as case studies.[3] Comparisons of the merits of simulation games versus other teaching techniques have been carried out by many researchers and a number of comprehensive reviews have been published.[4]

Subgenres

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Construction and management simulation

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Main article:Construction and management simulation

Construction and management simulation (CMS)[5] is a type of simulation game in which players build, expand or manage fictional communities or projects with limited resources.[6]Strategy games sometimes incorporate CMS aspects into their game economy, as players must manage resources while expanding their projects. Pure CMS games differ from strategy games in that "the player's goal is not to defeat an enemy, but to build something within the context of an ongoing process."[5] Games in this category are sometimes also called "management games".[7][8][9]

Life simulation

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Main article:Life simulation game

Life simulation games (orartificial life games)[10] are a subgenre of simulation video games in which the player lives or controls one or more artificial lifeforms. A life simulation game can revolve around "individuals and relationships, or it could be a simulation of an ecosystem".[10]Social simulation games are one of its subgenres.

Sports

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Main article:Sports game

Some video games simulate the playing ofsports. Most sports have been recreated by video games, includingteam sports,athletics andextreme sports. Some games emphasize playing the sport (such as theMadden NFL series), whilst others emphasize strategy and organization (such asFootball Manager). Some, such asArch Rivals, satirize the sport for comic effect. This genre has been popular throughout the history of video games, and is competitive, just like real-world sports. A number of game series feature the names and characteristics of real teams and players, and are updated continuously to reflect real-world changes.

Other types

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FlightGear, aflight simulator video game
  • Inmedical simulation games, the player takes the role of asurgeon. Examples include theTrauma Center andLifeSigns series.
  • In photography simulation games, players take photographs of animals or people. This includes games such asPokémon Snap andAfrika.
  • Inpolice simulation games, the player takes the role oflaw enforcement. Examples include theLCPDFR and LSPDFR and theCops and Robbers V server forFiveM.
  • Military simulation games arewargames with higher degrees of realism than other wargames set in a fantasy or science fiction environment. These attempt to simulate real warfare at either a tactical or strategic level.[11]
    • Some simulators, likeGeoCommander by Intelligence Gaming, are designed for the US military to help new officers learn how to handle situations in a game setting before taking command in the field.[12]
    • Certaintactical shooters have higher degrees of realism than other shooters. Sometimes called "soldier sims", these games try tosimulate the feeling of being in combat. This includes games such asArma.
Gravity simulator game. The player can launch the Sun and planets, turn on the trail, set the initial speed.

Simulation games in education

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See also:Video games and education,Games and learning, andGamification of learning

Because Simulation games make learning a matter of direct experience, they may relieve the tedium associated with more conventional modes of instruction, as they demand increased participation rather than merely reading about or discussing concepts and ideas (like discrimination, culture, stratification, and norms). Students will experience them by actually ''living" the experiences. Therefore, the use of simulation games may increase students' motivation and interest in learning.[15][needs update]

Simulation games can provide increased insights into how the world is seen, like the moral and intellectual idiosyncrasies of others. They may also increase empathy for others and help develop awareness of personal and interpersonal values by allowing players to see moral and ethical implications of the choices they make. As such, they can be used to change and improve students attitudes toward self, environment, and classroom learning.[15][needs update]

Many games are designed to change and develop specific skills ofdecision making,problem solving andcritical thinking (such as those involved insurvey sampling,perception andcommunication).[15][needs update]

History

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Part of a series on the
History of video games

The Sumerian Game (1964), a text-basedearly mainframe game designed byMabel Addis, based on the ancientSumerian city-state ofLagash, was the firsteconomic simulation game.[16] In 1968,Cornell University funded several simulation games which were developed by Prof. Robert Chase and his students. These includedCornell Hotel Administration Simulation Exercise andCornell Restaurant Administration Simulation Exercise. Notably the restaurant game featured competitive play, with teams managing competing restaurants. The games drew attention from the relevant industries of the time and were made playable at national conventions for theAmerican Hotel & Motel Association and the Club Managers Association of America in 1969.[17]

Another early economic sim byDanielle Bunten Berry,M.U.L.E., released in1983.[18]

In the 1980s, it became a trend forarcade video games to use hydraulic motion simulatorarcade cabinets.[19][20] The trend was sparked bySega's "taikan" games, with "taikan" meaning "body sensation" in Japanese.[20] Sega's first game to use amotion simulator cabinet wasSpace Tactics (1981), aspace combat simulator that had a cockpit cabinet where the screen moved in sync with the on-screen action.[19] The "taikan" trend later began whenYu Suzuki's team at Sega (later known asSega AM2) developedHang-On (1985), aracing video game where the player sits on and moves amotorbike replica to control the in-game actions.[21] Suzuki's team at Sega followed it with hydraulic motion simulator cockpit cabinets forrail shooters such asSpace Harrier (1985), racing games such asOut Run (1986), andcombat flight simulators such asAfter Burner (1987) andG-LOC: Air Battle (1990). One of the most sophisticated motion simulator cabinets in arcades was Sega'sR360 (1990), which simulated the full 360-degree rotation of an aircraft.[19][22] Sega have since continued to manufacture motion simulator cabinets for arcade games through to the 2010s.[19]

In the mid-1980s,Codemasters and theOliver Twins released a number of games with "Simulator" in the title, includingBMX Simulator (1986),Grand Prix Simulator (1986), andPro Boxing Simulator (1988). Richard andDavid Darling of Codemasters were inspired byConcertmaster's best-selling games, which were based on real sports such as football andBMX racing, which had a pre-existing popularity. In a parody of the established "simulator" cliche,Your Sinclair released a game titledAdvanced Lawnmower Simulator in 1988.[23]

The introduction of thecity-building simulation subgenre is closely associated with the 1989 release ofSimCity by developerWill Wright. However, earlier city-building titles had been published, including the 1984Colecovision titleFortune Builder.[24] Later games published by Wright's companyMaxis, includingSimLife andSimEarth, simulated worlds at a broader scale, including recreations ofgenetics andglobal ecosystems.

A study of adolescents who playedSimCity 2000 found that those players had a greater appreciation and expectation of their government officials after playing.[25]

See also

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References

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  1. ^"The Next Generation 1996 Lexicon A to Z: Simulation (Sim)".Next Generation. No. 15.Imagine Media. March 1996. p. 41.
  2. ^"Simulations: A Handbook for Teachers and Trainers", by Ken Jones, 1995,ISBN 0-7494-1666-1,p. 21
  3. ^Danny Saunders, Jacqui Severn, "Simulation and Games for Strategy and Policy Planning",p. 20
  4. ^"Games and Simulations to Enhance Quality Learning", 1996,ISBN 0-7494-1866-4,p. 50
  5. ^abRollings, Andrew; Ernest Adams (2003).Andrew Rollings and Ernest Adams on Game Design. New Riders Publishing. pp. 417–441.ISBN 978-1-59273-001-8. Archived fromthe original on 2008-09-15. Retrieved2010-08-06.
  6. ^Wolf, Mark J. P. (2002).The Medium of the Video Game. University of Texas Press.ISBN 978-0-292-79150-3.
  7. ^"Emperor: Rise of the Middle Kingdom for PC".GameSpot. Retrieved2007-11-16.
  8. ^Beers, Craig (2004-03-18)."School Tycoon for PC Review".GameSpot. Retrieved2007-11-16.
  9. ^Butts, Stephen; Ward, Trent C. (2000-10-02)."IGN: Zeus: Master of Olympus Preview".IGN. Archived fromthe original on October 3, 2002. Retrieved2007-11-16.
  10. ^abRollings, Andrew; Ernest Adams (2006).Fundamentals of Game Design. Prentice Hall.
  11. ^abLahti, Evan (January 24, 2021)."These 9 genres need more games, please".PC Gamer. RetrievedJanuary 24, 2021.
  12. ^"Invism Software Applications".Invism. 2010-03-11. Retrieved2010-12-05.
  13. ^Lane, Rick (July 7, 2016)."History of the best immersive sims".PC Gamer.Archived from the original on May 22, 2017. RetrievedApril 7, 2017.
  14. ^Biery, Thomas (August 18, 2016)."What makes an Immersive Sim, and why are they staging a comeback?".Polygon.Archived from the original on March 3, 2017. RetrievedApril 7, 2017.
  15. ^abcDorn, Dean S. (1989)."Simulation Games: One More Tool on the Pedagogical Shelf".Teaching Sociology.17 (1):1–18.doi:10.2307/1317920.ISSN 0092-055X.JSTOR 1317920.
  16. ^Rollinger, Christian (9 January 2020).Classical Antiquity in Video Games: Playing with the Ancient World.Bloomsbury Publishing. p. 29.ISBN 978-1-350-06664-9.
  17. ^Chase, Robert (Feb 1970). "CRASE The Restaurant Game".Cornell Hotel and Restaurant Administration Quarterly.10 (4):87–91.doi:10.1177/001088047001000418.
  18. ^Sharkey, Scott (January 22, 2004 – January 12, 2005)."The Essential 50 Archives".1UP.com. Archived fromthe original on 2009-03-06. Retrieved2008-06-18.
  19. ^abcd"Sega's Wonderful Simulation Games Over The Years".Arcade Heroes. 6 June 2013. Retrieved22 April 2021.
  20. ^abHorowitz, Ken (6 July 2018).The Sega Arcade Revolution: A History in 62 Games.McFarland & Company. pp. 96–9.ISBN 978-1-4766-3196-7.
  21. ^"The Disappearance of Yu Suzuki: Part 1".1Up.com. 2010. p. 2. Archived fromthe original on 2016-06-02. Retrieved22 April 2021.
  22. ^Lendino, Jamie (27 September 2020).Attract Mode: The Rise and Fall of Coin-Op Arcade Games. Steel Gear Press. p. 331.
  23. ^White, Jon (2017). "Coding Back the Years".Classic Gaming Volume 3. Future. p. 116.ISBN 978-1-78389-385-0.{{cite book}}:|work= ignored (help)
  24. ^"Colecovision Zone Fortune Builder". Retrieved3 April 2017.
  25. ^Zeynep, Tanes; Zeynep Cemalcilar (October 2010). "Learning from SimCity: An empirical study of Turkish adolescents".Journal of Adolescence.33 (5):731–739.doi:10.1016/j.adolescence.2009.10.007.PMID 19931157.

Further reading

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  • BALDRIC, Clark (2009): The Complete Guide to Simulations & Serious Games, John Wiley & Sons
  • BANKS, Jerry (ed.) (1998): Handbook of Simulation, John Wiley & Sons
  • BAUDRILLARD, Jean (1995): Simulacra and Simulation, University of Michigan Press; 17th Printing edition (February 15, 1995)
  • BOX, George E. P.; DRAPER, Norman R. (1987). Empirical Model-Building and Response Surfaces, p. 424, Wiley.ISBN 0-471-81033-9.
  • FERNANDEZ-LIQUIDIZER, Maria Angeles, MUNOZ-TORRES, Maria Jesus, LEON, Raul (Eds.)(2013): Modeling and Simulation in Engineering, Economics and Management, in: Proceedings of the International Conference, MS 2013, Castellated DE la Plans, Spain, June 6–7, 2013, Sp-ringer Heidelberg Rerecord London New York.
  • HÖHL, Wolfgang (2009): Interactive Environments with Open-Source Software, 3-Walk-Through and Augmented Reality for Architects using Blender, DART and Ar-toolkit, SpringerWienNewYork sex
  • MORALES, Peter and ANDERSON, Dennis (2013): Process Simulation and Parametric Modeling for Strategic Project Management, Springer New York
  • KLABBERS, Jan H. G. (2001): The Emerging Field of Simulation & Gaming: Meaning of a Retrospect, University of Bergin
  • ZIEGLER, Bern hard P. (2000): Theory of Modeling and Simulation, Elsevier Academic Press

External links

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