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Simulation
Posted by sigglue on 20 Dec 2005 11:00 GMT

A simulation is an operating model of some system (Greenblat, 1981). Simulations represent real-world systems; they contain rules and strategies that allow flexible and variable simulation activity to evolve (Crookall and Sanders, 1989). Simulations become game-like by incorporating game features (Garris et al, 2002).

Good Practice

1. World Politics in Transition(http://www.roleplaysim.org/papers/RoniAWPaper.html)
2. Web Marketplace (http://www.marketplace-simulation.com/sample-screens/index.html)
3. Virtual U (http://www.enlight.com/us/games.htm)
4. Life & Death I,II, Software Toolworks IBM/Mac/Amiga
5. Fablusi (http://www.fablusi.com/)

Reference

1. Greenblat, C.S. (1981). “Gaming-Simulation as a Tool for Social Research.” In
Principles and Practices of Gaming-Simulation, edited by C.S. Greenblat and R.D.
Duke, 189–201. Beverly Hills, Calif.: Sage
2. Crookall, D., & Saunders, D. (1989). Towards an integration of communication and simulation. In D. Crookall& D. Saunders (Eds.), Communication and simulation: From two fields to one theme(pp. 3-29). Philadelphia: Multilingual Matters Ltd.
3. Rosemary Garris, R., Ahlers, R. and Driskell, J. E. (2002). Games, Motivation, and Learning: A Research and Practice Model. Simulation & Gaming. 33: 441-468.

Simulation games (sims)
Posted by sigglue on 20 Dec 2005 11:00 GMT

Games in which particular set of conditions is created artificially in order to study or experience situation that could be in reality.
Simulations can be classified a “vehicle simulation” and “managing simulation”.

Good Practice

1. The Oakland Role Play Game
2. Wall Street Raider (http://www.softpile.com/Games/Strategy_and_War/Review_03980_index.html)
3. Microsoft Flight Simulator 2004: A Century of Flight
4. Hacker 2005: The Broken Link 2004 (www.hacker2005.com)

Social games
Posted by sigglue on 20 Dec 2005 11:00 GMT

Games address to improving aspects of human behavior. These aspects include behavior in team and in family, traditional ritual activity, popularly called “good manner” and diplomacy, as well as individual attitude, including dreaming world, intimacy, etc. Usually the games is focused on behavioral responses, cognitive processes, belief systems, interactive processes, verbal and nonverbal communication, positive self-esteem, and assertiveness.

Reference

1. Berne,E. Games People play: The psychology of human relationships (1973), Grove Press,Inc.
2. Therapeutic Resources.com (http://www.therapeuticresources.com/games.html)

Sports games
Posted by sigglue on 20 Dec 2005 11:00 GMT

Allows players allusively participate in their favourite sport, either as player or a coach or a manager. These games should properly reproduce the rules and strategies of the sport.

Good Practice

1. Xtreme Sports Tycoon, MIT&Microsoft (http://www.educationarcade.org/gtt/proto.html)
2. MADDEN NFL 2005, Electronic Arts;
3. NBA LIVE 2005, Electronic Arts;
4. FIFA Soccer 2005, Electronic Arts;
5. Pebble Beach® Golf (http://eaweb02.pogo.com/home/home.jsp?sls=2&site=eaco ),
6. Knockout Kings 2002, Electronic Arts;
7. Virtua Tennis2 2001,Sega,

Reference

Bates, B. Game design : the art & business of creating games (2001)
Prima Publishing

Strategy games
Posted by sigglue on 20 Dec 2005 11:00 GMT

“..Games where required “thought” and “planning”. The winner is determined through a “battle of the minds” (p.29). The player forced to manage a limit set of resources to achieve a defined goal.
There are many type of strategy games including abstract strategy, simulation, real-time strategy, turn-based, war, and grand strategy games.

Good Practice

Management simulation:
1. Corporation,Airline(http://home.att.net/~simulations/);
2. Monkey wrench conspiracy (http://www.games2train.com/site/html/tutor.html)
Abstract strategy:
1. Chess (http://www.chessworld.net/chessclubs/asplogin.asp)
2. Backgammon (http://www.bkgm.com/)
3. Mancala (http://imagiware.com/mancala/)
War:
1. Kriegspiel (http://www.chessvariants.com/incinf.dir/kriegspiel.html);
2. Diplomacy (http://games.groups.yahoo.com/group/dipworld/)
Turn-based:
1. Civilization, Atari,Inc.& Firaxis Games, Inc. (http://www.civ3.com/)
2. XCom (http://www.x-com.co.uk/)
Real-time:
1. StarCraft , Bizzard Entertainment (http://www.blizzard.com/starcraft/)
2. Age of Empires II: Gold Edition 2003,Microsoft (Pricegrabber Link)

Reference

1. Pedersen, R.E. Game design foundations (2003) Wordware Publishing, Inc.
2. Bates, B. Game design : the art & business of creating games (2001) Prima Publishing