||It has been suggested that this article be merged with Simulation video game. (Discuss) Proposed since November 2013.|
A simulation game attempts to copy various activities from real life in the form of a game for various purposes such as training, analysis, or prediction. Usually there are no strictly defined goals in the game, with players instead allowed to freely control a character. Well-known examples are war games, business games, 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.
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.
Simulation games began with Will Wright opening the Sim series in 1989 with SimCity, a city-building game. Certain games such as SimLife and SimEarth were subsequently created and are capable of teaching players the basics of genetics and global ecosystems.
In a study where adolescents played SimCity 2000, the study found that those participants who played the game had a greater appreciation and expectation of their government officials after playing.
- Amateur flight simulation
- Business game
- Business simulation
- Business simulation game
- City-building game
- Flight simulator
- Government simulation game
- International Simulation and Gaming Association (ISAGA)
- Serious game
- Simulation video game
- Simulations and games in economics education
- Project Management Simulation
- Train simulator
- Transreality gaming
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- Danny Saunders, Jacqui Severn, "Simulation and Games for Strategy and Policy Planning", p. 20
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- Zeynep, Tanes; Zeynep Cemalcilar (October 2010). "Learning from SimCity: An empirical study of Turkish adolescents". Journal of Adolescence 33 (5): 731–739. doi:10.1016/j.adolescence.2009.10.007.
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