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Simulation video game

Simulation video games are a diverse super-category of video 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 as training, 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 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.[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

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

Life simulation games (or artificial 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

Some video games simulate the playing of sports. Most sports have been recreated by video games, including team sports, athletics and extreme sports. Some games emphasize playing the sport (such as the Madden NFL series), whilst others emphasize strategy and organization (such as Football Manager). Some, such as Arch 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

 
  • In medical simulation games, the player takes the role of a surgeon. Examples include the Trauma Center and LifeSigns series.
  • In photography simulation games, players take photographs of animals or people. This includes games such as Pokémon Snap and Afrika.
  • Military simulation games are wargames 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, like GeoCommander 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]
    • Certain tactical shooters have higher degrees of realism than other shooters. Sometimes called "soldier sims", these games try to simulate the feeling of being in combat. This includes games such as Arma.
Gravity simulator game. The player can launch the Sun and planets, turn on the trail, set the initial speed.

Simulation games in education

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 of decision making, problem solving and critical thinking (such as those involved in survey sampling, perception and communication).[15][needs update]

History

The Sumerian Game (1964), a text-based early mainframe game designed by Mabel Addis, based on the ancient Sumerian city-state of Lagash, was the first economic simulation game.[16] Another early economic sim by Danielle Bunten Berry, M.U.L.E., released in 1983.[17]

In the 1980s, it became a trend for arcade video games to use hydraulic motion simulator arcade cabinets.[18][19] The trend was sparked by Sega's "taikan" games, with "taikan" meaning "body sensation" in Japanese.[19] Sega's first game to use a motion simulator cabinet was Space Tactics (1981), a space combat simulator that had a cockpit cabinet where the screen moved in sync with the on-screen action.[18] The "taikan" trend later began when Yu Suzuki's team at Sega (later known as Sega AM2) developed Hang-On (1985), a racing video game where the player sits on and moves a motorbike replica to control the in-game actions.[20] Suzuki's team at Sega followed it with hydraulic motion simulator cockpit cabinets for rail shooters such as Space Harrier (1985), racing games such as Out Run (1986), and combat flight simulators such as After Burner (1987) and G-LOC: Air Battle (1990). One of the most sophisticated motion simulator cabinets in arcades was Sega's R360 (1990), which simulated the full 360-degree rotation of an aircraft.[18][21] Sega have since continued to manufacture motion simulator cabinets for arcade games through to the 2010s.[18]

In the mid-1980s, Codemasters and the Oliver Twins released a number of games with "Simulator" in the title, including BMX Simulator (1986), Grand Prix Simulator (1986), and Pro Boxing Simulator (1988). Richard and David Darling of Codemasters were inspired by Concertmaster's best-selling games, which were based on real sports such as football and BMX racing, which had a pre-existing popularity. In a parody of the established "simulator" cliche, Your Sinclair released a game titled Advanced Lawnmower Simulator in 1988.[22]

While many[who?] credit simulation games beginning with Will Wright and SimCity in 1989, the true progenitor of the genre was Fortune Builder, released in 1984 for ColecoVision.[23] Games such as SimLife and SimEarth were subsequently created and are capable of teaching players the basics of genetics and global ecosystems.[citation needed]

A study of adolescents who played SimCity 2000 found that those players had a greater appreciation and expectation of their government officials after playing.[24]

See also

References

  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. ^ a b Rollings, Andrew; Ernest Adams (2003). . New Riders Publishing. pp. 417–441. ISBN 978-1-59273-001-8. Archived from the original on 2008-09-15. Retrieved 2010-08-06.
  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. Retrieved 2007-11-16.
  8. ^ Beers, Craig (2004-03-18). "School Tycoon for PC Review". GameSpot. Retrieved 2007-11-16.
  9. ^ Butts, Stephen; Ward, Trent C. (2000-10-02). . IGN. Archived from the original on October 3, 2002. Retrieved 2007-11-16.
  10. ^ a b Rollings, Andrew; Ernest Adams (2006). Fundamentals of Game Design. Prentice Hall.
  11. ^ a b Lahti, Evan (January 24, 2021). "These 9 genres need more games, please". PC Gamer. Retrieved January 24, 2021.
  12. ^ "Invism Software Applications". Invism. 2010-03-11. Retrieved 2010-12-05.
  13. ^ Lane, Rick (July 7, 2016). "History of the best immersive sims". PC Gamer. from the original on May 22, 2017. Retrieved April 7, 2017.
  14. ^ Biery, Thomas (August 18, 2016). "What makes an Immersive Sim, and why are they staging a comeback?". Polygon. from the original on March 3, 2017. Retrieved April 7, 2017.
  15. ^ a b c Dorn, 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. ^ Sharkey, Scott (January 22, 2004 – January 12, 2005). . 1UP.com. Archived from the original on 2009-03-06. Retrieved 2008-06-18.
  18. ^ a b c d "Sega's Wonderful Simulation Games Over The Years". Arcade Heroes. 6 June 2013. Retrieved 22 April 2021.
  19. ^ a b Horowitz, Ken (6 July 2018). The Sega Arcade Revolution: A History in 62 Games. McFarland & Company. pp. 96–9. ISBN 978-1-4766-3196-7.
  20. ^ . 1Up.com. 2010. p. 2. Archived from the original on 2016-06-02. Retrieved 22 April 2021.
  21. ^ Lendino, Jamie (27 September 2020). Attract Mode: The Rise and Fall of Coin-Op Arcade Games. Steel Gear Press. p. 331.
  22. ^ White, Jon (2017). "Coding Back the Years". Classic Gaming Volume 3. GamesRadar+. p. 116. ISBN 978-1-78389-385-0.
  23. ^ "Colecovision Zone Fortune Builder". Retrieved 3 April 2017.
  24. ^ 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

  • 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

  • scienceviz.com – Scientific Vizualisation, Simulation and CG Animation for Universities, Architects and Engineers

simulation, video, game, game, redirects, here, game, literally, called, pencil, game, series, list, video, games, diverse, super, category, video, games, generally, designed, closely, simulate, real, world, activities, simulation, game, attempts, copy, variou. Sim game redirects here For the game literally called Sim see Sim pencil game For the series see List of Sim video games Simulation video games are a diverse super category of video 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 as training 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 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 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 Contents 1 Subgenres 1 1 Construction and management simulation 1 2 Life simulation 1 3 Sports 1 4 Other types 2 Simulation games in education 3 History 4 See also 5 References 6 Further reading 7 External linksSubgenres EditConstruction and management simulation Edit 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 Edit Main article Life simulation game Life simulation games or artificial 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 Edit Main article Sports game Some video games simulate the playing of sports Most sports have been recreated by video games including team sports athletics and extreme sports Some games emphasize playing the sport such as the Madden NFL series whilst others emphasize strategy and organization such as Football Manager Some such as Arch 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 Edit FlightGear a flight simulator video game In medical simulation games the player takes the role of a surgeon Examples include the Trauma Center and LifeSigns series In photography simulation games players take photographs of animals or people This includes games such as Pokemon Snap and Afrika Military simulation games are wargames 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 like GeoCommander 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 Certain tactical shooters have higher degrees of realism than other shooters Sometimes called soldier sims these games try to simulate the feeling of being in combat This includes games such as Arma source source source source source source source source source source source source source source Gravity simulator game The player can launch the Sun and planets turn on the trail set the initial speed Vehicle simulation game Flight simulators including amateur flight simulators combat flight simulators and space flight simulators Racing video games including sim racing Submarine simulator games Train simulator games Truck simulator games Immersive sims are typically played from the first person perspective in a simulates a consistent lived in world and include elements of numerous gameplay systems that the player can use to complete objectives in many different manners creating a sense of player agency and emergent gameplay 13 14 Blue collar games that include both realistic and hyper realistic presentation of blue collar jobs in a game setting These can include some of the vehicle simulation games including the flight train and truck simulator titles hunting games like TheHunter series other job simulation games like House Flipper or PowerWash Simulator and games themed around these types of jobs like Overcooked 11 Digital card games simulating blackjack and poker including video poker Video games designed to simulate mechanical or other real world games These may include simulations of pinball games and casino games such as slot machines pachinko and roulette Simulation games in education EditSee also Video games and education Games and learning and Gamification 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 of decision making problem solving and critical thinking such as those involved in survey sampling perception and communication 15 needs update History EditThe Sumerian Game 1964 a text based early mainframe game designed by Mabel Addis based on the ancient Sumerian city state of Lagash was the first economic simulation game 16 Another early economic sim by Danielle Bunten Berry M U L E released in 1983 17 In the 1980s it became a trend for arcade video games to use hydraulic motion simulator arcade cabinets 18 19 The trend was sparked by Sega s taikan games with taikan meaning body sensation in Japanese 19 Sega s first game to use a motion simulator cabinet was Space Tactics 1981 a space combat simulator that had a cockpit cabinet where the screen moved in sync with the on screen action 18 The taikan trend later began when Yu Suzuki s team at Sega later known as Sega AM2 developed Hang On 1985 a racing video game where the player sits on and moves a motorbike replica to control the in game actions 20 Suzuki s team at Sega followed it with hydraulic motion simulator cockpit cabinets for rail shooters such as Space Harrier 1985 racing games such as Out Run 1986 and combat flight simulators such as After Burner 1987 and G LOC Air Battle 1990 One of the most sophisticated motion simulator cabinets in arcades was Sega s R360 1990 which simulated the full 360 degree rotation of an aircraft 18 21 Sega have since continued to manufacture motion simulator cabinets for arcade games through to the 2010s 18 In the mid 1980s Codemasters and the Oliver Twins released a number of games with Simulator in the title including BMX Simulator 1986 Grand Prix Simulator 1986 and Pro Boxing Simulator 1988 Richard and David Darling of Codemasters were inspired by Concertmaster s best selling games which were based on real sports such as football and BMX racing which had a pre existing popularity In a parody of the established simulator cliche Your Sinclair released a game titled Advanced Lawnmower Simulator in 1988 22 While many who credit simulation games beginning with Will Wright and SimCity in 1989 the true progenitor of the genre was Fortune Builder released in 1984 for ColecoVision 23 Games such as SimLife and SimEarth were subsequently created and are capable of teaching players the basics of genetics and global ecosystems citation needed A study of adolescents who played SimCity 2000 found that those players had a greater appreciation and expectation of their government officials after playing 24 See also EditGame classification List of simulation games Serious game Simming Simulated reality Simulation Tabletop gameReferences Edit The Next Generation 1996 Lexicon A to Z Simulation Sim Next Generation No 15 Imagine Media March 1996 p 41 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 a b Rollings 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 from the original on 2008 09 15 Retrieved 2010 08 06 Wolf Mark J P 2002 The Medium of the Video Game University of Texas Press ISBN 978 0 292 79150 3 Emperor Rise of the Middle Kingdom for PC GameSpot Retrieved 2007 11 16 Beers Craig 2004 03 18 School Tycoon for PC Review GameSpot Retrieved 2007 11 16 Butts Stephen Ward Trent C 2000 10 02 IGN Zeus Master of Olympus Preview IGN Archived from the original on October 3 2002 Retrieved 2007 11 16 a b Rollings Andrew Ernest Adams 2006 Fundamentals of Game Design Prentice Hall a b Lahti Evan January 24 2021 These 9 genres need more games please PC Gamer Retrieved January 24 2021 Invism Software Applications Invism 2010 03 11 Retrieved 2010 12 05 Lane Rick July 7 2016 History of the best immersive sims PC Gamer Archived from the original on May 22 2017 Retrieved April 7 2017 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 Retrieved April 7 2017 a b c Dorn 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 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 Sharkey Scott January 22 2004 January 12 2005 The Essential 50 Archives 1UP com Archived from the original on 2009 03 06 Retrieved 2008 06 18 a b c d Sega s Wonderful Simulation Games Over The Years Arcade Heroes 6 June 2013 Retrieved 22 April 2021 a b Horowitz Ken 6 July 2018 The Sega Arcade Revolution A History in 62 Games McFarland amp Company pp 96 9 ISBN 978 1 4766 3196 7 The Disappearance of Yu Suzuki Part 1 1Up com 2010 p 2 Archived from the original on 2016 06 02 Retrieved 22 April 2021 Lendino Jamie 27 September 2020 Attract Mode The Rise and Fall of Coin Op Arcade Games Steel Gear Press p 331 White Jon 2017 Coding Back the Years Classic Gaming Volume 3 GamesRadar p 116 ISBN 978 1 78389 385 0 Colecovision Zone Fortune Builder Retrieved 3 April 2017 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 EditBALDRIC Clark 2009 The Complete Guide to Simulations amp Serious Games John Wiley amp Sons BANKS Jerry ed 1998 Handbook of Simulation John Wiley amp 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 HOHL 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 amp Gaming Meaning of a Retrospect University of Bergin ZIEGLER Bern hard P 2000 Theory of Modeling and Simulation Elsevier Academic PressExternal links EditSimulation amp 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 Wikimedia Commons has media related to Simulation video games Retrieved from https en wikipedia org w index php title Simulation video game amp oldid 1136466227, wikipedia, wiki, book, books, library,

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