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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Traditional Vs. Computer Simulations in Education
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What is an Educational Simulation?
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Brief History Of Educational Simulations
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The Edutainment Era
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The Simulation-Game Continuum
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What is a Game?
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The Problem With Reality
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All Games Are Simulations
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Synergy: Analog Sims and Games Meet Computer Simulations and Games
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What They Share
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How Going Digital Changes Things
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Base Model
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Rules
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Affordances
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Validity
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Closure
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Summary
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Concepts
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Terminology
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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).




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 | |||||
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Digital |
Analog |
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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 |
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| 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 | |||