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Simulation Games are highly in use by post-modern Video Gamers. In Order to understand simulation processes a specific notion of Virtuality and the distinction of Virtual Reality is needed. It is necessary to take a closer look how it is entangled to Gaming. Speaking of Simulation there is the fact that it has traditionally been used for explaining reasons and precisely predicting the „behavior of complex systems.“(Frasca) Simulation means to „model“ an Origin system by the use of another System which keeps „some of the behaviors of the original system“. (ibid.) The Simulation has not only the former traits of the object but also contains „a model of its behaviors“. This modelled system responds to particular excitations (by input information). - p.223 In Contrast to a simple Video - which remains uncontrollable and firm - a simulation is based on players interaction. Thereby the systems behavior will change. In conclusion „Video Games (are) just a way of structuring simulation.“ (ibid. p.224)  It might seem  That  the „semiotic sequences (of Videos and simulations are) identical“ but „simulations cannot be understood just through its output“ Due to the fact that a simulation isnt a chronological narrative. Furthermore they (Video Games) „imply an enormous paradigm Shift for our Culture“ by reason That they are „first simulational Media for the masses.
=='''Introduction'''==
This site is going to introduce selected key aspects of simulation in the context of computer games. Simulations are a significant part of computer games. Due to the fact that computer games depict a situation or at least certain objects of the factual world or a modification of known issues.  


Simulation Games have diverse genres for instance to exemplify „urban dynamics“ (SimCity) or dictatorships (Trópico). (ibid. p.226)
Due to the complexity and wide range of the topic, only a brief overview about how the task „simulation“ can be understood, especially when adopted to the topic area of computer games, will be given. The ensuing sections in the main part are meant to give an short overview as well and do not raise a claim on completeness, therefore it‘s recommended to consult the linked references for further reading.   
=='''Main Part'''==
==='''What is a (Computer Game-) Simulation? (Frasca, Gonzalo 2003)'''===
When speaking of simulation there is the fact that it has traditionally been used to explain and predict the reaction of systems. Simulation means to “model“ an origin system by the use of another system, which is similar to the original. The simulation concludes traits of the original system and a model of its reactions. This modeled system responds to particular excitations (by input information). In contrast to a simple video (which remains uncontrollable and firm) a simulation is based on the players interaction. Thereby the systems behavior will change. So video games structure simulations. It might seem that the concept of videos and simulations is identical because they show a sequence of pictures. That is not the case since simulations can’t be decoded just by their output. Due to the fact that a simulation isn’t a chronological narrative. Furthermore they (video games) mean a cultural “paradigm shift“ because they are constructed for the masses the very first time. Simulation games have diverse genres for instance to exemplify urban vitality (''SimCity''), living life as a human or supernatural being (''The Sims''). <ref> cf. Frasca, Gonzalo: ''Simulation versus Narrative. Introduction to Ludology'', in: Wolf, Mark J.P & Bernard Perron (editors): ''The video game theory reader'', New York, NY 2003, p. 221-224. </ref>


Video Games are based on their iterative usage. Games make players conscious of the fact that they can start afresh:  players can repeat their session over and over again. A plain Game could be played only once but simulations however explicitly involves repetition. (ibid. p.227)The following section will be trying to provide an overview about “simulation” as a generic form of computer-games as well as it’s going to exemplify characteristic aspects of “simulation games” by the example of the game series The Sims (Maxis, 2000-2013) on the one hand and Gran Turismo (Polys Entertainment/Polyphony Digital, 1997-2017) on the other. Most of the topics are mainly based on the assumptions established by Seth Giddings and Espen Aarseth, which can be looked up in The Routledge Companion to Video Game Studies (2016).  
==='''Key aspects of simulation in computer games''' '''(Giddings, Seth 2016/Shapiro, Michael 2003)'''===
Providing an adequate and valid definition of “simulation-games” turns out to be an exceedingly challenging task, not only because the term “simulation” inherently contains a massive variety of definitions and meanings. Looking at some examples of use, the problem, resulting from plurality and especially diversity of games considered as “simulation-game”, becomes even more obvious: The spectrum extends from “bird’s” or “god’s eye-perspective-games” like The Sims to military-strategy and economy-strategy games like the Anno series (Max Design/Related Designs/Blue Byte, 1998-2019) towards various vehicle simulations. All of them can extremely differing from each other in terms of viewpoint, gameplay, interface or used controller (e.g. a steering wheel used for racing simulations or a special joystick to operate an aircraft in Flight Simulator (Microsoft, 1982-2020)).  
 
According to Giddings, simulation-games often follow a “sandbox” – system, therefore one can state that an “open-ended structure” can be seen as a characteristic aspect of this generic form of computer-games. This leads to the conclusion that, on the player’s part, testing the system within an arranged setting of variables is one of the key features of “simulation games”.
====The "Sandbox"-System====
According to [[Seth Giddings]], simulation-games often follow a “sandbox” – system, therefore one can state that an open-ended structure can be seen as a characteristic aspect of this generic form of computer-games. So when compared to other generic forms of computer games, simulation games often differ from them in terms of rarely having a clear ending or winning state. This leads to the conclusion that, on the player’s part, testing the system within an arranged setting of variables is one of the key features of simulation games. Games make players conscious of the fact that they can start afresh: The player is able to repeat his session over and over again. A plain game could be played only once but simulations explicitly involve repetition. On the basis of the implied iterative usage and their character as a "structured space of possibilities", Simulation Games can be seen as closely related to scientific or other non-entertainment computer simulation applications including [[Serious Games|serious games]].<ref> cf. Giddings, Seth: ''Simulation'', in Wolf, Mark J.P & Perron, Bernard (editors): ''The Routledge Companion to video game studies'', New York/London 2016, p. 759-765. </ref>
 
====Realism in games====
Simulations can be put as a mimic of actual occurrences. In conjunction with video games and a vast increased technology it is possible to convey far more realistic experiences. For this reason, game developers focus on sensory experience which can be expressed as ‘more lifelike’. In case of ''[[The Sims 4|The Sims]]'', the game developers tried to offer human-like avatars. The way story elements look, sound and feel increases their perception. The 3-D space images of video games are for instance based on models of real cities or people which pushes the game into a more-likely direction. Moves and sounds of characters are adapted to the decided steps players choose their avatars to make. Birds twittering between treetops or whims chirping during sundown make the whole game-experience more life-like. The reason therefore could be evolution. That means our brain leads us to believe we are at a certain place or feel a person beside us.<ref> cf. Shapiro, Michael A. & Pena-Herborn, Jorge & Hancock, Jeffrey T.: “Realism, Imagination, and Narrative Video Games“, in: Vorderer, Peter & Jennings Bryant (editors): ''Playing Video Games. Motives, Responses, and Consequences'', New York, NY 2006, p. 277-279. </ref>
 
====Actual world versus virtual world====
According to Giddings, the "simulation" is not only a term to define a generic form of computer games but a description of what "computer games and video games are and the ways in which they articulate ideas, processes, and phenomena between their virtual worlds and the actual world." In order to specify his assumption, the scientist refers to Espen Aarseth, who clearly differentiates the procedures of simulation from the "long dominant cultural modes of mimesis and narrative." That fact leads to the question what simulation actually simulates: Regarding the computer game [[Gran Turismo: Sport|''Gran Turismo: Sport'']], the raised question would be if the game is actually representing real-life racing. Following Frasca, this question can clearly be answered with "no", because for him, simulation consists of "modeling a source system ("real life racing") through a different system which maintains to somebody some of the behaviors of the original system."      <br />
 
=='''Conclusions'''==
The aspect of simulation is a widespread field of research and is therefore not only to be found in game studies. Shapiro and Giddings point out that a simulations main task is to „model“ a certain system in a way that „could be possible“. Because of this, the aspect of simulation also can be observed in contexts just like serious games or non-entertainment areas.   <br />
=='''Related Links/Research'''==
 
*Frasca, Gonzalo
*Giddings, Seth
*''[[Gran Turismo: Sport]]''
*Shapiro, Michael
*''[[The Sims 4]]''
 
=='''References'''==
[[Category:Frasca, Gonzalo]]
[[Category: Giddings, Seth]]
[[Category:Research Approaches]]
[[Category:The Sims 4]]
[[Category:Gran Turismo: Sport]]
<references />

Latest revision as of 14:56, 20 May 2020

Introduction

This site is going to introduce selected key aspects of simulation in the context of computer games. Simulations are a significant part of computer games. Due to the fact that computer games depict a situation or at least certain objects of the factual world or a modification of known issues.

Due to the complexity and wide range of the topic, only a brief overview about how the task „simulation“ can be understood, especially when adopted to the topic area of computer games, will be given. The ensuing sections in the main part are meant to give an short overview as well and do not raise a claim on completeness, therefore it‘s recommended to consult the linked references for further reading.

Main Part

What is a (Computer Game-) Simulation? (Frasca, Gonzalo 2003)

When speaking of simulation there is the fact that it has traditionally been used to explain and predict the reaction of systems. Simulation means to “model“ an origin system by the use of another system, which is similar to the original. The simulation concludes traits of the original system and a model of its reactions. This modeled system responds to particular excitations (by input information). In contrast to a simple video (which remains uncontrollable and firm) a simulation is based on the players interaction. Thereby the systems behavior will change. So video games structure simulations. It might seem that the concept of videos and simulations is identical because they show a sequence of pictures. That is not the case since simulations can’t be decoded just by their output. Due to the fact that a simulation isn’t a chronological narrative. Furthermore they (video games) mean a cultural “paradigm shift“ because they are constructed for the masses the very first time. Simulation games have diverse genres for instance to exemplify urban vitality (SimCity), living life as a human or supernatural being (The Sims). [1]

Key aspects of simulation in computer games (Giddings, Seth 2016/Shapiro, Michael 2003)

The "Sandbox"-System

According to Seth Giddings, simulation-games often follow a “sandbox” – system, therefore one can state that an open-ended structure can be seen as a characteristic aspect of this generic form of computer-games. So when compared to other generic forms of computer games, simulation games often differ from them in terms of rarely having a clear ending or winning state. This leads to the conclusion that, on the player’s part, testing the system within an arranged setting of variables is one of the key features of simulation games. Games make players conscious of the fact that they can start afresh: The player is able to repeat his session over and over again. A plain game could be played only once but simulations explicitly involve repetition. On the basis of the implied iterative usage and their character as a "structured space of possibilities", Simulation Games can be seen as closely related to scientific or other non-entertainment computer simulation applications including serious games.[2]

Realism in games

Simulations can be put as a mimic of actual occurrences. In conjunction with video games and a vast increased technology it is possible to convey far more realistic experiences. For this reason, game developers focus on sensory experience which can be expressed as ‘more lifelike’. In case of The Sims, the game developers tried to offer human-like avatars. The way story elements look, sound and feel increases their perception. The 3-D space images of video games are for instance based on models of real cities or people which pushes the game into a more-likely direction. Moves and sounds of characters are adapted to the decided steps players choose their avatars to make. Birds twittering between treetops or whims chirping during sundown make the whole game-experience more life-like. The reason therefore could be evolution. That means our brain leads us to believe we are at a certain place or feel a person beside us.[3]

Actual world versus virtual world

According to Giddings, the "simulation" is not only a term to define a generic form of computer games but a description of what "computer games and video games are and the ways in which they articulate ideas, processes, and phenomena between their virtual worlds and the actual world." In order to specify his assumption, the scientist refers to Espen Aarseth, who clearly differentiates the procedures of simulation from the "long dominant cultural modes of mimesis and narrative." That fact leads to the question what simulation actually simulates: Regarding the computer game Gran Turismo: Sport, the raised question would be if the game is actually representing real-life racing. Following Frasca, this question can clearly be answered with "no", because for him, simulation consists of "modeling a source system ("real life racing") through a different system which maintains to somebody some of the behaviors of the original system."

Conclusions

The aspect of simulation is a widespread field of research and is therefore not only to be found in game studies. Shapiro and Giddings point out that a simulations main task is to „model“ a certain system in a way that „could be possible“. Because of this, the aspect of simulation also can be observed in contexts just like serious games or non-entertainment areas.

Related Links/Research

References

  1. cf. Frasca, Gonzalo: Simulation versus Narrative. Introduction to Ludology, in: Wolf, Mark J.P & Bernard Perron (editors): The video game theory reader, New York, NY 2003, p. 221-224.
  2. cf. Giddings, Seth: Simulation, in Wolf, Mark J.P & Perron, Bernard (editors): The Routledge Companion to video game studies, New York/London 2016, p. 759-765.
  3. cf. Shapiro, Michael A. & Pena-Herborn, Jorge & Hancock, Jeffrey T.: “Realism, Imagination, and Narrative Video Games“, in: Vorderer, Peter & Jennings Bryant (editors): Playing Video Games. Motives, Responses, and Consequences, New York, NY 2006, p. 277-279.
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