Simulation game
A simulation game attempts to copy various activities from "real life" in the form of a game for various purposes such as training, analysis, or prediction. Usually there are no strictly defined goals in the game, with players instead allowed to freely control a character.[1] Well-known examples are war games, business games, and role 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.[2]
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.[3]
History
Simulation games began with Will Wright opening the Sim series in 1989 with SimCity, a city-building game. Certain games such as SimLife and SimEarth were subsequently created and are capable of teaching players the basics of genetics and global ecosystems.[citation needed]
In a study where adolescents played SimCity 2000, the study found that those participants who played the game had a greater appreciation and expectation of their government officials after playing.[4]
See also
- Amateur flight simulation
- Business game
- Business simulation
- Business simulation game
- City-building game
- Flight simulator
- Government simulation game
- International Simulation and Gaming Association (ISAGA)
- Serious game
- Simulation video game
- Simulations and games in economics education
- Project Management Simulation
- Train simulator
References
- ↑ "Simulations: A Handbook for Teachers and Trainers", by Ken Jones, 1995, ISBN 0-7494-1666-1, p. 21
- ↑ Danny Saunders, Jacqui Severn, "Simulation and Games for Strategy and Policy Planning", p. 20
- ↑ "Games and Simulations to Enhance Quality Learning", 1996, ISBN 0-7494-1866-4, p. 50
- ↑ Zeynep, Tanes; Zeynep Cemalcilar (20 November 2009). "Learning from SimCity: An empirical study of Turkish adolescents". Journal of Adolescence 33 (5): 731–739. doi:10.1016/j.adolescence.2009.10.007.
Further reading
- ALDRICH, 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.
- FERNÁNDEZ-IZQUIERDO, María Ángeles, MUÑOZ-TORRES, María Jesús, LEÓN, Raúl (Eds.)(2013): Modeling and Simulation in Engineering, Economics and Management, in: Proceedings of the International Conference, MS 2013, Castellón de la Plana, Spain, June 6–7, 2013, Springer Heidelberg Dordrecht London NewYork.
- HÖHL, Wolfgang (2009): Interactive Environments with Open-Source Software, 3D-Walk-Throughs and Augmented Reality for Architects using Blender, DART and ARToolKit, SpringerWienNewYork
- MORALES, Peter and ANDERSON, Dennis (2013): Process Simulation and Parametric Modeling for Strategic Project Management, Springer New York
- ZEIGLER, Bernhard P. (2000): Theory of Modeling and Simulation, Elsevier Academic Press
External links
- Simulation & Gaming - An Interdisciplinary Journal of Theory, Practice and Research, SAGE Publications, Thousand Oaks, CA 91320
- scienceviz.com - Scientific Vizualisation, Simulation and CG Animation for Universities, Architects and Engineers