Simulation video game

Source: Wikipedia, the free encyclopedia.

Simulation video games are a diverse super-category of

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)

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

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

FlightGear, a flight simulator video game
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

1983.[17]

In the 1980s, it became a trend 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,

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]

The introduction of the

Colecovision title Fortune Builder.[23] Later games published by Wright's company Maxis, including SimLife and SimEarth, simulated worlds at a broader scale, including recreations of genetics and global ecosystems
.

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. Imagine Media
    . March 1996. p. 41.
  2. ^ Danny Saunders, Jacqui Severn, "Simulation and Games for Strategy and Policy Planning", p. 20
  3. ^ on 2008-09-15. Retrieved 2010-08-06.
  4. .
  5. ^ "Emperor: Rise of the Middle Kingdom for PC". GameSpot. Retrieved 2007-11-16.
  6. ^ Beers, Craig (2004-03-18). "School Tycoon for PC Review". GameSpot. Retrieved 2007-11-16.
  7. ^ 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.
  8. ^ a b Rollings, Andrew; Ernest Adams (2006). Fundamentals of Game Design. Prentice Hall.
  9. ^ a b Lahti, Evan (January 24, 2021). "These 9 genres need more games, please". PC Gamer. Retrieved January 24, 2021.
  10. ^ "Invism Software Applications". Invism. 2010-03-11. Retrieved 2010-12-05.
  11. ^ 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.
  12. ^ 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.
  13. ^
    JSTOR 1317920
    .
  14. .
  15. 1UP.com. Archived from the original
    on 2009-03-06. Retrieved 2008-06-18.
  16. ^ a b c d "Sega's Wonderful Simulation Games Over The Years". Arcade Heroes. 6 June 2013. Retrieved 22 April 2021.
  17. ^ .
  18. 1Up.com. 2010. p. 2. Archived from the original
    on 2016-06-02. Retrieved 22 April 2021.
  19. ^ Lendino, Jamie (27 September 2020). Attract Mode: The Rise and Fall of Coin-Op Arcade Games. Steel Gear Press. p. 331.
  20. ISBN 978-1-78389-385-0. {{cite book}}: |work= ignored (help
    )
  21. ^ "Colecovision Zone Fortune Builder". Retrieved 3 April 2017.
  22. PMID 19931157
    .

Further reading

External links