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3: Going Digital

Chapter 3

Here’s were we will put color versions of the images, updates, and other extras.

This chapter deals with how things change when we change from traditional or analog solutions to interactive digital ones. There are repeated discussions and debates in the serious games community about the relative meanings of simulation and game, and there is no consensus. This chapter will explain and justify our perspective.

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  1. Traditional Vs. Computer Simulations in Education
    1. What is an Educational Simulation?
      1. Brief History Of Educational Simulations
      2. The Edutainment Era
      3. The Simulation-Game Continuum
  2. What is a Game?
  3. The Problem With Reality
  4. All Games Are Simulations
  5. Synergy: Analog Sims and Games Meet Computer Simulations and Games
    1. What They Share
    2. How Going Digital Changes Things
      1. Base Model
      2. Rules
      3. Affordances
      4. Validity
      5. Closure
  6. Summary
    1. Concepts
    2. Terminology
  7. References, Notes & Further Resources

Images

*Please note: all images are copyrighted, permission to use an image must be obtained from Wiley (and possibly also the original sources).

Figure 3-1: Word Wars

 

Figure 3-2 The Analog View of the Simulations – Games Relationship
Figure 3-3: The Education View of the Simulations – Games Continuum
Figure 3-3 The Technical View of the Simulations – Games Relationship

Table 3.1 provides a summary of the differences and when viewed as a set provides a compelling argument that digital simulations are sufficiently different from analog ones that they must be viewed as distinct entities.

Table 3-1: Digital vs Non-Digital Simulations and Games

Digital

Analog

 

Digital Simulations and Games (ALL)

Board & Card Games

Analog Simulation Games

Analog Role-Playing Games

Live Action Role-Play (including cosplay)

Model of Original System Painstakingly and precisely defined Many details taken for granted and never made explicit
Rule Enforcement hard-coded uses ‘honor system’ on the fly
Rule Structures Pre-determined Negotiable
Roles accurate placement into context Imagined, personally mediated Determined by game rules Imagined, personally mediated
Environment Dynamic – same for all players Static – unchanging Combined static physical artifacts (boards & pieces) AND imagined Imagined:
personalized
Environment Resolution dynamic static
physical
relatively static relatively static Individually mediated
Game Objects can be autonomous either inert or mechanical imagined ( can include props)
Game Interaction (what people can do with / to the game) consistent across all instantiations of the game consistent only if the rules are followed each instantiation can be different
Participants there need only be one human participant All participants are human

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