Simulation video game
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Simulation video games |
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Simulation video games are a diverse super-category of
Subgenres
Construction and management simulation
Construction and management simulation (CMS)
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
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 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 Arma.
- Vehicle simulation game
- 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
- 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 .
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
Part of a series on the |
History of video games |
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In the 1980s, it became a trend for
In the mid-1980s,
The introduction of the
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
- Game classification
- List of simulation games
- Serious game
- Simming
- Simulated reality
- Simulation
- Tabletop game
References
- Imagine Media. March 1996. p. 41.
- ISBN 0-7494-1666-1, p. 21
- ^ Danny Saunders, Jacqui Severn, "Simulation and Games for Strategy and Policy Planning", p. 20
- ISBN 0-7494-1866-4, p. 50
- ^ ISBN 978-1-59273-001-8. Archived from the originalon 2008-09-15. Retrieved 2010-08-06.
- 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.
- ^ JSTOR 1317920.
- ISBN 978-1-350-06664-9.
- 1UP.com. Archived from the originalon 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.
- ^ ISBN 978-1-4766-3196-7.
- 1Up.com. 2010. p. 2. Archived from the originalon 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.
- )
- ^ "Colecovision Zone Fortune Builder". Retrieved 3 April 2017.
- 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
- 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