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==History== {{video game history}} ''[[The Sumerian Game]]'' (1964), a text-based [[early mainframe game]] designed by [[Mabel Addis]], based on the ancient [[Sumer]]ian city-state of [[Lagash]], was the first [[economic simulation]] game.<ref name="Rollinger">{{cite book |last1=Rollinger |first1=Christian |title=Classical Antiquity in Video Games: Playing with the Ancient World |date=9 January 2020 |publisher=[[Bloomsbury Publishing]] |isbn=978-1-350-06664-9 |page=29 |url=https://books.google.com/books?id=lLS9DwAAQBAJ&pg=PA29}}</ref> In 1968, [[Cornell University]] funded several simulation games which were developed by Prof. Robert Chase and his students. These included ''Cornell Hotel Administration Simulation Exercise'' and ''Cornell 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 the [[American Hotel and Lodging Association|American Hotel & Motel Association]] and the Club Managers Association of America in 1969.<ref>{{cite journal |last1=Chase |first1=Robert |title=CRASE The Restaurant Game |journal=Cornell Hotel and Restaurant Administration Quarterly |date=Feb 1970 |volume=10 |issue=4 |pages=87β91 |doi=10.1177/001088047001000418}}</ref> Another early economic sim by [[Danielle Bunten Berry]], ''[[M.U.L.E.]]'', released in [[1983 in video gaming|1983]].<ref name=1up_mule>{{cite web | last = Sharkey | first = Scott | title = The Essential 50 Archives | publisher = [[1UP.com]] | date = January 22, 2004 β January 12, 2005 | url = http://www.1up.com/do/feature?cId=3133886 | access-date = 2008-06-18 | archive-url = https://web.archive.org/web/20090306122222/http://www.1up.com/do/feature?cId=3133886 | archive-date = 2009-03-06 | url-status = dead }}</ref> In the 1980s, it became a trend for [[arcade video game]]s to use hydraulic motion simulator [[arcade cabinet]]s.<ref name="arcadeheroes">{{cite news |title=Sega's Wonderful Simulation Games Over The Years |url=https://arcadeheroes.com/2013/06/06/segas-wonderful-simulation-games-over-the-years/ |access-date=22 April 2021 |work=Arcade Heroes |date=6 June 2013}}</ref><ref name="Horowitz">{{cite book |last1=Horowitz |first1=Ken |title=The Sega Arcade Revolution: A History in 62 Games |date=6 July 2018 |publisher=[[McFarland & Company]] |isbn=978-1-4766-3196-7 |pages=96β9 |url=https://books.google.com/books?id=7qZhDwAAQBAJ&pg=PA96}}</ref> The trend was sparked by [[Sega]]'s "taikan" games, with "taikan" meaning "body sensation" in Japanese.<ref name="Horowitz"/> 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.<ref name="arcadeheroes"/> 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.<ref>{{cite news |title=The Disappearance of Yu Suzuki: Part 1 |url=http://www.1up.com/features/disappearance-suzuki-part-1?pager.offset=1 |archive-url=https://web.archive.org/web/20160602020545/http://www.1up.com/features/disappearance-suzuki-part-1?pager.offset=1 |access-date=22 April 2021 |work=[[1Up.com]] |date=2010 |page=2 |url-status=dead |archive-date=2016-06-02}}</ref> 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 simulation game|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.<ref name="arcadeheroes"/><ref>{{cite book |last1=Lendino |first1=Jamie |title=Attract Mode: The Rise and Fall of Coin-Op Arcade Games |date=27 September 2020 |publisher=Steel Gear Press |page=331 |url=https://books.google.com/books?id=d6wCEAAAQBAJ&pg=PA331}}</ref> Sega have since continued to manufacture motion simulator cabinets for arcade games through to the 2010s.<ref name="arcadeheroes"/> 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 (entrepreneur)|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.<ref>{{cite book|work=[[GamesRadar+]]|title=Classic Gaming Volume 3|chapter=Coding Back the Years|year=2017|isbn=978-1-78389-385-0|page=116|last1=White|first1=Jon|publisher=Future }}</ref> The introduction of the [[City-building game|city-building]] simulation subgenre is closely associated with the 1989 release of ''[[SimCity (1989 video game)|SimCity]]'' by developer [[Will Wright (game designer)|Will Wright]]. However, earlier city-building titles had been published, including the 1984 [[Colecovision]] title ''[[Fortune Builder]]''.<ref>{{cite web|url=http://www.colecovisionzone.com/page/game/coleco/fortune_builder.html|title=Colecovision Zone Fortune Builder|access-date=3 April 2017}}</ref> Later games published by Wright's company [[Maxis]], including ''[[SimLife]]'' and ''[[SimEarth]]'', simulated worlds at a broader scale, including recreations of [[genetics]] and [[Biosphere|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.<ref name=ad>{{cite journal|last=Zeynep|first=Tanes|author2=Zeynep Cemalcilar |title=Learning from SimCity: An empirical study of Turkish adolescents|journal=Journal of Adolescence|date=October 2010|volume=33|issue=5|pages=731β739|doi=10.1016/j.adolescence.2009.10.007|pmid=19931157}}</ref>
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