Simulation video game

Short description: Video game genre

"Sim game" redirects here. For the game literally called Sim, see Sim (game). For the series, see List of Sim video games.

Video games

Platforms

* Arcade game
* Console game
* Game console
* Home console
* Electronic game
* Audio game
* Electronic handheld
* Handheld console
* Mobile game
* Online game
* Social-network game
* PC game
* Linux
* Mac

Genres

* Action
* Beat 'em up
* Hack and slash
* Fighting
* Platform
* Shooter
* Survival
* Battle royale
* Action-adventure
* Stealth
* Survival horror
* Adventure
* Interactive fiction
* Interactive movie
* Visual novel
* Gacha Game
* Role-playing
* Action role-playing
* Tactical role-playing
* Simulation
* Construction and management
* Life simulation
* Sports
* Vehicle
* Strategy
* 4X
* Auto battler
* Multiplayer online battle arena
* Real-time strategy
* Real-time tactics
* Tower defense
* Turn-based strategy
* Turn-based tactics
* Horror
* Massively multiplayer online

Lists

* Arcade games
* Best-selling games
* franchises
* fastest-selling
* Highest-grossing games
* arcade
* mobile
* Most-played games
* mobile
* Games considered among the best
* Game of the Year awards
* Negative reception

Development

* Game AI
* Game design
* Video game design
* Interaction
* Programming
* Art
* Graphics
* Music

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Part of a series on:
Simulation video games

Subgenres

* Construction and management simulation
* Business simulation game
* City-building game
* Government simulation
* Life simulation game
* Digital pet
* God game
* Social simulation game
* Dating sim
* Eroge
* Bishōjo
* Otome
* Sports game
* Racing game
* Sim racing
* Sports management game
* Vehicle simulations
* Flight simulator
* Amateur flight simulation
* Combat flight simulator
* Space flight simulator
* Space combat game
* Space trading game
* Submarine simulator
* Train simulator
* Vehicular combat game

History

* Chronology of business simulation video games
* Chronology of city-building video games
* Chronology of god video games
* Chronology of space flight simulation games

* v
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* e

Simulation video games, also abbreviated as "sims" are a diverse super-category of video games, generally designed to closely simulate real world activities.[1] 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.[2] 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.[3] 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.[4]

## Contents

* 1 Subgenres
* 1.1 Construction and management simulation
* 1.2 Life simulation
* 1.3 Sports
* 1.4 Other types
* 2 Simulation games in education
* 3 History
* 4 See also
* 5 References
* 6 Further reading
* 7 External links

## Subgenres

### Construction and management simulation

Construction and management simulation (CMS)[5] is a type of simulation game in which players build, expand or manage fictional communities or projects with limited resources.[6] 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."[5] Games in this category are sometimes also called "management games".[7][8][9]

### Life simulation

Main article: Software:Life simulation game

Life simulation games (or artificial life games)[10] 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".[10] Social simulation games are one of its subgenres.

### Sports

Main article: Software:Sports game

Some video games simulate the playing of sports. Most sports have been recreated by video games, including team sports, athletics and extreme sports. Some games emphasize playing the sport (such as the 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

FlightGear, a flight simulator video game

* In medical simulation games, the player takes the role of a surgeon. Examples include the Trauma Center and LifeSigns series.
* In photography simulation games, players take photographs of animals or people. This includes games such as Pokémon Snap and Afrika.
* In police simulation games, the player takes the role of law enforcement. Examples include the LCPDFR and LSPDFR and the Cops and Robbers V server for FiveM.
* Military simulation games are 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.[11]
* 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.[12]
* 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.

File:Orbits journey simulator 2020.webm

* Vehicle simulation game
* Flight simulators, including amateur flight simulators, combat flight simulators and space flight simulators
* Racing video games, including sim racing
* Submarine simulator games
* Train simulator games
* Truck simulator games
* Immersive sims are typically played from the 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.[13][14]
* Job simulation 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.[11]
* 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

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 ''living" the experiences. Therefore, the use of simulation games may increase students' motivation and interest in learning.[15][needs update]

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.[15][needs update]

Many games are designed to change and develop specific skills of decision making, problem solving and critical thinking (such as those involved in survey sampling, perception and communication).[15][needs update]

## History

Template:Video game history The Sumerian Game (1964), a text-based early mainframe game designed by Mabel Addis, based on the ancient Sumerian city-state of Lagash, was the first economic simulation game.[16] 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 & Motel Association and the Club Managers Association of America in 1969.[17]

Another early economic sim by Danielle Bunten Berry, M.U.L.E., released in 1983.[18]

In the 1980s, it became a trend for arcade video games to use hydraulic motion simulator arcade cabinets.[19][20] The trend was sparked by Sega's "taikan" games, with "taikan" meaning "body sensation" in Japanese.[20] 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.[19] 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.[21] 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 simulators such as After Burner (1987) and Software: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.[19][22] Sega have since continued to manufacture motion simulator cabinets for arcade games through to the 2010s.[19]

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 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.[23]

The introduction of the city-building simulation subgenre is closely associated with the 1989 release of SimCity by developer Will Wright. However, earlier city-building titles had been published, including the 1984 Colecovision title Fortune Builder.[24] Later games published by Wright's company Maxis, including SimLife and SimEarth, simulated worlds at a broader scale, including recreations of genetics and 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.[25]

## See also

* Game classification
* List of simulation games
* Serious game
* Simming
* Simulated reality
* Simulation
* Tabletop game

## References

1. ↑ "The Next Generation 1996 Lexicon A to Z: Simulation (Sim)". Next Generation (Imagine Media) (15): 41. March 1996.
2. ↑ "Simulations: A Handbook for Teachers and Trainers", by Ken Jones, 1995, ISBN 0-7494-1666-1, p. 21
3. ↑ Danny Saunders, Jacqui Severn, "Simulation and Games for Strategy and Policy Planning", p. 20
4. ↑ "Games and Simulations to Enhance Quality Learning", 1996, ISBN 0-7494-1866-4, ↑ 5.0 5.1 Rollings, Andrew; Ernest Adams (2003). Andrew Rollings and Ernest Adams on Game Design. New Riders Publishing. pp. 417–441. ISBN 978-1-59273-001-8. http://safari.adobepress.com/1592730019/ch14. Retrieved 2010-08-06.
5. ↑ Wolf, Mark J. P. (2002). The Medium of the Video Game. University of Texas Press. ISBN 978-0-292-79150-3. https://archive.org/details/mediumofvideogam0000unse.
6. ↑ "Emperor: Rise of the Middle Kingdom for PC". http://www.gamespot.com/pc/strategy/emperorriseofthemk/index.html.
7. ↑ Beers, Craig (2004-03-18). "School Tycoon for PC Review". http://www.gamespot.com/pc/strategy/schooltycoon/review.html.
8. ↑ "IGN: Zeus: Master of Olympus Preview". 2000-10-02. http://pc.ign.com/articles/134/134515p1.html.
9. ↑ 10.0 10.1 Rollings, Andrew; Ernest Adams (2006). Fundamentals of Game Design. Prentice Hall. http://wps.prenhall.com/bp_gamedev_1/54/14053/3597646.cw/index.html.
10. ↑ 11.0 11.1 Lahti, Evan (January 24, 2021). "These 9 genres need more games, please". PC Gamer. https://www.pcgamer.com/these-9-genres-need-more-games-please/. Retrieved January 24, 2021.
11. ↑ "Invism Software Applications". Invism. 2010-03-11. http://www.invism.com/projects/software-applications/geocommander/geocommander.html.
12. ↑ Lane, Rick (July 7, 2016). "History of the best immersive sims". PC Gamer. http://www.pcgamer.com/history-of-the-best-immersive-sims/. Retrieved April 7, 2017.
13. ↑ Biery, Thomas (August 18, 2016). "What makes an Immersive Sim, and why are they staging a comeback?". Polygon. http://www.polygon.com/2016/8/18/12539476/what-makes-an-immersive-sim-and-why-are-they-staging-a-comeback.
14. ↑ 15.0 15.1 15.2 Dorn, Dean S. (1989). "Simulation Games: One More Tool on the Pedagogical Shelf". Teaching Sociology 17 (1): 1–18. doi:10.2307/1317920. ISSN 0092-055X. https://www.jstor.org/stable/1317920.
15. ↑ Rollinger, Christian (9 January 2020). Classical Antiquity in Video Games: Playing with the Ancient World. Bloomsbury Publishing. p. 29. ISBN 978-1-350-06664-9. https://books.google.com/books?id=lLS9DwAAQBAJ&pg=PA29.
16. ↑ Chase, Robert (Feb 1970). "CRASE The Restaurant Game". Cornell Hotel and Restaurant Administration Quarterly 10 (4): 87–91. doi:10.1177/001088047001000418.
17. ↑ Sharkey, Scott (January 22, 2004 – January 12, 2005). "The Essential 50 Archives". 1UP.com. http://www.1up.com/do/feature?cId=3133886.
18. ↑ 19.0 19.1 19.2 19.3 "Sega's Wonderful Simulation Games Over The Years". Arcade Heroes. 6 June 2013. https://arcadeheroes.com/2013/06/06/segas-wonderful-simulation-games-over-the-years/.
19. ↑ 20.0 20.1 Horowitz, Ken (6 July 2018). The Sega Arcade Revolution: A History in 62 Games. McFarland & Company. pp. 96–9. ISBN 978-1-4766-3196-7. https://books.google.com/books?id=7qZhDwAAQBAJ&pg=PA96.
20. ↑ "The Disappearance of Yu Suzuki: Part 1". 1Up.com: p. 2. 2010. http://www.1up.com/features/disappearance-suzuki-part-1?pager.offset=1.
21. ↑ Lendino, Jamie (27 September 2020). Attract Mode: The Rise and Fall of Coin-Op Arcade Games. Steel Gear Press. p. 331. https://books.google.com/books?id=d6wCEAAAQBAJ&pg=PA331.
22. ↑ White, Jon (2017). "Coding Back the Years". Classic Gaming Volume 3. Future. p. 116. ISBN 978-1-78389-385-0.
23. ↑ "Colecovision Zone Fortune Builder". http://www.colecovisionzone.com/page/game/coleco/fortune_builder.html.
24. ↑ 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. PMID 19931157.

## 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 6–7, 2013, Sp-ringer Heidelberg Rerecord London New York.
* HÖHL, 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

* Simulation & Gaming – An Interdisciplinary Journal of Theory, Practice and Research, SAGE Publications, Thousand Oaks, CA 91320
* scienceviz.com – Scientific Vizualisation, Simulation and CG Animation for Universities, Architects and Engineers

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Video game genres (List)

Action|

* Beat 'em up
* Hack and slash
* Fighting
* Maze
* Pac-Man clone
* Platform
* Shooter
* First-person
* MMOFPS
* Third-person
* Light gun
* Shoot 'em up
* Tactical
* Survival
* Battle royale

Action-adventure|

* Grand Theft Auto clone
* Immersive sim
* Metroidvania
* Stealth
* Survival horror
* Psychological horror

Adventure|

* Escape the room
* Interactive fiction
* Interactive movie
* Visual novel

Role-playing|

* Action role-playing
* Dungeon crawl
* MMORPG
* MUD
* Roguelike
* Tactical role-playing

Simulation|

* Construction and management
* Business
* City
* Government
* Life simulation
* Dating sim
* Digital pet
* God
* Social simulation
* Sports

Strategy|

* 4X
* Auto battler
* Multiplayer online battle arena
* Real-time strategy
* Time management
* MMORTS
* Real-time tactics
* Tower defense
* Turn-based strategy
* Turn-based tactics
* Artillery
* Wargame
* Grand strategy wargame

Vehicle simulation|

* Flight simulator
* Amateur
* Combat
* Space
* Racing
* Kart racing
* Sim racing
* Submarine simulator
* Train simulator
* Vehicular combat

Other genres|

* Breakout clone
* Deck-building
* Roguelike deck-building
* Digital collectible card game
* Eroge
* Exergame
* Incremental
* Music
* Rhythm
* Non-game
* Party
* Programming
* Puzzle
* Sokoban
* Tile-matching

Related concepts|

* AAA game
* Advertising
* Advergame
* Arcade game
* Art game
* Audio game
* Casual game
* Christian game
* Crossover game
* Cult game
* Educational game
* FMV
* Gamification
* Indie game
* Multiplayer video game
* Nonlinear gameplay
* Open world
* Nonviolent video game
* Online game
* Browser game
* Online gambling
* Social-network game
* Pervasive game
* Serious game
* Toys-to-life
* Twitch gameplay
* Video game clone

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