Learning tactics from a sports game-based simulation
International Journal in Computer Simulation - Special issue: intelligent simulation of high autonomy systems
The design of virtual environments
The design of virtual environments
Population dynmaics of sleeping sickness: a microsimulation
Simulation and Gaming - Symposium on medical and healthcare simulation Part I
Life on the Screen: Identity in the Age of the Internet
Life on the Screen: Identity in the Age of the Internet
Virtual Community: Homesteading on the Electronic Frontier
Virtual Community: Homesteading on the Electronic Frontier
The Architecture of Computerized Business Gaming Simulations
Simulation and Gaming
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The authors look at computer-mediated simulation as an approach to studying social science issues and discuss its limitations, with the design process for a Multiple-User Dungeon (MUD) game serving as a context. Using data gleaned from interviews with the MUD designers, the authors present three findings: (a) fun is a key difference between simulations and reality, because a MUD user can always walk away from a game that is not fun but cannot walk away from difficult real-life situations; (b) simulated social systems require time and commitment from a fairly large population, which conflicts with the typical level of patience observed in most computer game players; and (c) the roles of technicians and designers as mediators in simulated social environments is an area requiring detailed study, because their attitudes toward technical constraints, social values, and stereotypes exert a strong influence on the appearance of their flnal products.