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{{short description|Video game genre}} {{redirect|Sim game|the game literally called Sim|Sim (game)|the series|List of Sim video games}}{{Video games}} {{Simulation VG}} '''Simulation video games''' are a diverse super-category of [[video game]]s, generally designed to closely simulate real world activities.<ref>{{cite magazine|title=The Next Generation 1996 Lexicon A to Z: Simulation (Sim)|magazine=[[Next Generation (magazine)|Next Generation]]|issue=15 |publisher=[[Imagine Media]]|date=March 1996|page=41}}</ref> 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.<ref>"Simulations: A Handbook for Teachers and Trainers", by Ken Jones, 1995, {{ISBN|0-7494-1666-1}}, [https://books.google.com/books?id=vq89AAAAIAAJ&pg=PA21&dq=%22simulation+game%22#PPA21,M1 p. 21]</ref> Well-known examples are [[military exercise|war games]], [[business game]]s, 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.<ref>Danny Saunders, Jacqui Severn, "Simulation and Games for Strategy and Policy Planning", [https://books.google.com/books?id=oQxPQEz_bfUC&pg=PA19&dq=game+simulation#PPA20,M1 p. 20]</ref> 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.<ref>"Games and Simulations to Enhance Quality Learning", 1996, {{ISBN|0-7494-1866-4}}, [https://books.google.com/books?id=4meAFnexIMoC&pg=RA1-PA50&dq=%22business+simulation+game%22&lr= p. 50]</ref> ==Subgenres== ===Construction and management simulation=== {{Main|Construction and management simulation}} Construction and management simulation (CMS)<ref name="Rollings">{{cite book|last=Rollings|first=Andrew|author2=Ernest Adams|title=Andrew Rollings and Ernest Adams on Game Design|publisher=New Riders Publishing|year=2003|pages=417β441|url=http://safari.adobepress.com/1592730019/ch14|isbn=978-1-59273-001-8|access-date=2010-08-06|archive-date=2008-09-15|archive-url=https://web.archive.org/web/20080915150839/http://safari.adobepress.com/1592730019/ch14|url-status=dead}}</ref> is a type of simulation game in which players build, expand or manage fictional communities or projects with limited resources.<ref name="GATVG">{{cite book|last=Wolf|first=Mark J. P.|title=The Medium of the Video Game|publisher=University of Texas Press|year=2002|url=https://archive.org/details/mediumofvideogam0000unse|isbn=978-0-292-79150-3|url-access=registration}}</ref> [[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."<ref name="Rollings"/> Games in this category are sometimes also called "management games".<ref>{{cite web|url=http://www.gamespot.com/pc/strategy/emperorriseofthemk/index.html|title=Emperor: Rise of the Middle Kingdom for PC|website=[[GameSpot]]|access-date=2007-11-16}}</ref><ref>{{cite web|url=http://www.gamespot.com/pc/strategy/schooltycoon/review.html|title=School Tycoon for PC Review|author=Beers, Craig|website=[[GameSpot]]|date=2004-03-18|access-date=2007-11-16}}</ref><ref>{{cite web|url=http://pc.ign.com/articles/134/134515p1.html|archive-url=https://web.archive.org/web/20021003145532/http://pc.ign.com/articles/134/134515p1.html|url-status=dead|archive-date=October 3, 2002|title=IGN: Zeus: Master of Olympus Preview|author1=Butts, Stephen | author2=Ward, Trent C.|website=[[IGN]]|date=2000-10-02|access-date=2007-11-16}}</ref> ===Life simulation=== {{Main|Life simulation game|}} Life simulation games (or [[artificial life]] games)<ref name="fundamentals">{{cite book|last=Rollings|first=Andrew|author2=Ernest Adams |title=Fundamentals of Game Design|publisher=Prentice Hall|year=2006|url=http://wps.prenhall.com/bp_gamedev_1/54/14053/3597646.cw/index.html}} </ref> 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".<ref name="fundamentals"/> [[Social simulation game|Social simulation]] games are one of its subgenres. ===Sports=== {{Main|Sports game}} Some video games simulate the playing of [[sport]]s. Most sports have been recreated by video games, including [[team sport]]s, [[Track and field athletics|athletics]] and [[extreme sport]]s. Some games emphasize playing the sport (such as the [[Madden NFL series|''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=== [[File:FlightGear 3.0 Boeing 777-200 cockpit.png|thumb|''[[FlightGear]]'', a [[flight simulator]] video game]] * In [[medical simulation]] games, the player takes the role of a [[surgeon]]. Examples include the ''[[Trauma Center: Under the Knife|Trauma Center]]'' and ''[[LifeSigns: Surgical Unit|LifeSigns]]'' series. * In photography simulation games, players take photographs of animals or people. This includes games such as ''[[PokΓ©mon Snap]]'' and ''[[Afrika (game)|Afrika]]''. * In [[police]] simulation games, the player takes the role of [[law enforcement]]. Examples include the [[Grand_Theft_Auto_modding#LCPDFR_and_LSPDFR|LCPDFR and LSPDFR]] and the ''Cops and Robbers V'' server for [[Grand_Theft_Auto_modding#FiveM|FiveM]]. * Military simulation games are [[Wargame (video games)|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.<ref name="pcgamer 9 genres"/> ** 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.<ref>{{cite web|url=http://www.invism.com/projects/software-applications/geocommander/geocommander.html|title=Invism Software Applications|publisher=[[Invism]]|date=2010-03-11|access-date=2010-12-05}}</ref> ** 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 (series)|Arma]]''. [[File:Orbits journey simulator 2020.webm|thumb|Gravity simulator game. The player can launch the Sun and planets, turn on the trail, set the initial speed.]] * [[Vehicle simulation game]] ** [[Flight simulator]]s, including [[Amateur flight simulation|amateur flight simulators]], [[Combat flight simulation game|combat flight simulators]] and [[Space flight simulation game|space flight simulators]] ** [[Racing game|Racing video game]]s, including [[sim racing]] ** [[Submarine simulator|Submarine simulator games]] ** [[Train simulator|Train simulator games]] ** [[Truck Simulator|Truck simulator games]] * [[Immersive sim]]s are typically played from the [[First person (video 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]].<ref name="pc gamer">{{cite magazine|url=http://www.pcgamer.com/history-of-the-best-immersive-sims/ |title=History of the best immersive sims |first=Rick |last=Lane |date=July 7, 2016 |access-date=April 7, 2017 |magazine=[[PC Gamer]] |url-status=live |archive-url=https://web.archive.org/web/20170522065909/http://www.pcgamer.com/history-of-the-best-immersive-sims/ |archive-date=May 22, 2017 }}</ref><ref name="polygon">{{cite web|url=http://www.polygon.com/2016/8/18/12539476/what-makes-an-immersive-sim-and-why-are-they-staging-a-comeback |title=What makes an Immersive Sim, and why are they staging a comeback? |first=Thomas |last=Biery |date=August 18, 2016 |access-date=April 7, 2017 |work=[[Polygon (website)|Polygon]] |url-status=live |archive-url=https://web.archive.org/web/20170303121527/http://www.polygon.com/2016/8/18/12539476/what-makes-an-immersive-sim-and-why-are-they-staging-a-comeback |archive-date=March 3, 2017 }}</ref> * "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]]''.<ref name="pcgamer 9 genres">{{cite magazine | url = https://www.pcgamer.com/these-9-genres-need-more-games-please/ | title = These 9 genres need more games, please | first= Evan | last = Lahti | date = January 24, 2021 | access-date = January 24, 2021 | magazine = [[PC Gamer]] }}</ref> * 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 == {{See also|Video games and education|Games and learning|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 <nowiki>''living" the experiences. Therefore, the use of simulation games may increase students'</nowiki> motivation and interest in learning.<ref name=":0">{{Cite journal|last=Dorn|first=Dean S.|date=1989|title=Simulation Games: One More Tool on the Pedagogical Shelf|url=https://www.jstor.org/stable/1317920|journal=Teaching Sociology|volume=17|issue=1|pages=1β18|doi=10.2307/1317920|jstor=1317920 |issn=0092-055X|url-access=subscription}}</ref>{{Update inline|date=March 2021}} 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.<ref name=":0" />{{Update inline|date=March 2021}} Many games are designed to change and develop specific skills of [[Decision-making|decision making]], [[problem solving]] and [[critical thinking]] (such as those involved in [[survey sampling]], [[perception]] and [[communication]]).<ref name=":0" />{{Update inline|date=March 2021}} ==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> ==See also== * [[Game classification]] * [[List of simulation games]] * [[Serious game]] * [[Simming]] * [[Simulated reality]] * [[Simulation]] * [[Tabletop game]] ==References== {{Reflist}} ==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 6β7, 2013, Sp-ringer Heidelberg Rerecord London New York. * HΓHL, 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== * [https://web.archive.org/web/20040821170331/http://sag.sagepub.com/ '''Simulation & Gaming''' β An Interdisciplinary Journal of Theory, Practice and Research, SAGE Publications, Thousand Oaks, CA 91320] * [http://www.scienceviz.com '''scienceviz.com''' β Scientific Vizualisation, Simulation and CG Animation for Universities, Architects and Engineers] {{Commons category|Simulation video games}} {{VideoGameGenre}} {{DEFAULTSORT:Simulation Video Game}} [[Category:Simulation video games| ]] [[Category:Video game genres]]
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