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Author Rai, Shri ♦ Fung, Chun Che ♦ Narayanasamy, Viknashvaran ♦ Wong, Kok Wai
Source ACM Digital Library
Content type Text
Publisher Association for Computing Machinery (ACM)
File Format PDF
Language English
Subject Keyword Computer simulation games ♦ Serious games ♦ Simulators ♦ Digital games
Abstract The advanced computational capabilities in modern personal computers have made it possible for consumers to experience simulations with a high degree of verisimilitude through simulation games (a.k.a. Sims). In recent years, the cross-boundary technology exchange between game and simulation technology, along with other factors, has contributed to the confusion as to what makes a simulation game and what makes a simulator. This article provides a user's and designer's perspective on a definitive comparison of the similarities and differences between games in general, simulation games, and simulators. It also introduces a method that can be easily used to distinguish games and simulation games from simulators by using observable design characteristics. On the other hand, the convergence of functionality and technology in simulation games and simulators has created new applications of simulation. One such application is in serious games. Serious games and simulation games are confusingly similar in many ways. However, they greatly differ in functionality. This article also provides a method to distinguish serious games from simulation games, to clarify the strict categorization between these two applications of simulation.
Description Affiliation: Murdoch University, Murdoch, WA, Australia (Narayanasamy, Viknashvaran; Wong, Kok Wai; Fung, Chun Che; Rai, Shri)
Age Range 18 to 22 years ♦ above 22 year
Educational Use Research
Education Level UG and PG
Learning Resource Type Article
Publisher Date 2008-03-01
Publisher Place New York
Journal Computers in Entertainment (CIE) (CIE)
Volume Number 4
Issue Number 2


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Source: ACM Digital Library