The Elements of Simulation in Digital Games
نویسنده
چکیده
The article focuses on one genre of simulations: computer and video games. The author presents a generic model of the elements that co-operate in producing a simulation that is also a game. The model is applied into practice with a case study that focuses on one particularly interesting game: Grand Theft Auto: Vice City (Rockstar Games, 2002), a game that frames its gameplay by simulating certain traits of popular culture in the 1980s.
منابع مشابه
Digital games in health professions education: Advantages, disadvantages, and game engagement factors
Background: The application of digital educational games in health professions education is on expansion and game-based education usage is increasing. Methods: Diverse databases were searched and the related papers were reviewed. Results: Considering the growing popularity of educational games in medical education, we attempted to classify their benefits, flaws, and engaging factors. Conclus...
متن کاملDigital games in medical education:Key terms, concepts, and definitions
Background: Game-based education is fast becoming a key instrument in medical education. Method: In this study, papers related to games were filtered and limited to full-text peer-reviewed published in English. Results: To the best of researchers’ knowledge, the concepts used in the literature are varied and distinct, and the literature is not conclusive on the definition of educational...
متن کاملApplication of Digital Games in the Field of Health
The article is a letter to the editor, so it has no abstract.
متن کاملApplication of Digital Games in the Field of Health
The article is a letter to the editor, so it has no abstract.
متن کاملMaximal elements of $mathscr{F}_{C,theta}$-majorized mappings and applications to generalized games
In the paper, some new existence theorems of maximal elements for $mathscr{F}_{C,theta}$-mappings and $mathscr{F}_{C,theta}$-majorized mappings are established. As applications, some new existence theorems of equilibrium points for one-person games, qualitative games and generalized games are obtained. Our results unify and generalize most known results in recent literature.
متن کاملمقایسۀ تأثیر مداخلهای بازیهای ویدیویی سه بعدی و دو بعدی بر خلاقیت و مهارتهای اجتماعی دانشجویان پسر
In recent years, there has been an increase in the playing of digital games in children, adolescents and adults worldwide. Not only has interest in digital games grown dramatically, but variations in the types of games in different fields have also occurred. An example is the emergence of three- and two-dimensional games. Based on this, the purpose of this study was to investigate the effect of...
متن کاملذخیره در منابع من
با ذخیره ی این منبع در منابع من، دسترسی به آن را برای استفاده های بعدی آسان تر کنید
عنوان ژورنال:
دوره شماره
صفحات -
تاریخ انتشار 2007