Virtual reality for driving simulation
Communications of the ACM
Modeling and simulation: linking entertainment and defense
Modeling and simulation: linking entertainment and defense
Introduction to military training simulation: a guide for discrete event simulationists
Proceedings of the 30th conference on Winter simulation
Some elements relating to children's play and adult simulation/gaming
Simulation and Gaming - Special issue: play and simulation/gaming
Simulation for design, test and evaluation, and training: reconciling the differences
WSC' 90 Proceedings of the 22nd conference on Winter simulation
Getting graphics in gear: graphics and dynamics in driving simulation
SIGGRAPH '88 Proceedings of the 15th annual conference on Computer graphics and interactive techniques
Communications of the ACM - Internet abuse in the workplace and Game engines in scientific research
The MOVES institute's America's army operations game
I3D '03 Proceedings of the 2003 symposium on Interactive 3D graphics
Gameplay and Design
Proceedings of the 35th conference on Winter simulation: driving innovation
Adapting cots games for military simulation
VRCAI '04 Proceedings of the 2004 ACM SIGGRAPH international conference on Virtual Reality continuum and its applications in industry
A PC-based driving simulator using virtual reality technology
VRCAI '04 Proceedings of the 2004 ACM SIGGRAPH international conference on Virtual Reality continuum and its applications in industry
Design and evaluation challenges of serious games
CHI '05 Extended Abstracts on Human Factors in Computing Systems
Andrew Rollings and Ernest Adams on Game Design
Andrew Rollings and Ernest Adams on Game Design
Distinguishing games, serious games, and training simulators on the basis of intent
Future Play '09 Proceedings of the 2009 Conference on Future Play on @ GDC Canada
A web-based board game for teaching aspects of internet engineering
Advanced Technology for Learning
Assessing a virtual baby feeding training system
Proceedings of the 7th International Conference on Computer Graphics, Virtual Reality, Visualisation and Interaction in Africa
Fast prototyping of virtual reality based surgical simulators with PhysX-enabled GPU
Transactions on edutainment IV
Learning ultrasound-guided needle insertion skills through an edutainment game
Transactions on edutainment IV
Applying Cellular Automata and DEVS Methodologies to Digital Games: A Survey
Simulation and Gaming
Zero-fidelity simulation of fire emergency response: improving team coordination learning
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Hi-index | 0.00 |
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.