publication . Article . Other literature type . Part of book or chapter of book . 2013

Ontology

Christian Lendner; Jutta Huebscher;
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  • Published: 17 Dec 2013 Journal: Behavioral and Brain Sciences, volume 3, pages 448-449 (issn: 0140-525X, eissn: 1469-1825, Copyright policy)
  • Publisher: Cambridge University Press (CUP)
  • Country: United Kingdom
Abstract
This chapter outlines the conventions and pleasures of simulation games as a category, and explores the complicated and contested term simulation. This concept goes to the heart of what computer games and video games are, and the ways in which they articulate ideas, processes, and phenomena between their virtual worlds and the actual world. It has been argued that simulations generate and communicate knowledge and events quite differently from the long-­dominant cultural mode of narrative. This raises a thorny question: how, and what, do simulation games simulate?
Subjects
ACM Computing Classification System: ComputingMilieux_PERSONALCOMPUTING
free text keywords: Physiology, Behavioral Neuroscience, Neuropsychology and Physiological Psychology
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Part of book or chapter of book . 2013
http://dx.doi.org/10.4018/9781...
Part of book or chapter of book
Provider: Crossref
http://dx.doi.org/10.4337/9781...
Other literature type
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publication . Article . Other literature type . Part of book or chapter of book . 2013

Ontology

Christian Lendner; Jutta Huebscher;