"Sim game" redirects here. For the game literally called Sim, see Sim (game). For the series, see List of Sim video games.
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Simulation video games
Subgenres
Construction and management simulation
Business simulation game
City-building game
Government simulation
Life simulation game
Digital pet
God game
Social simulation game
Dating sim
Eroge
Bishōjo
Otome
Farm life sim
Immersive sim
Sports game
Racing game
Sim racing
Kart racing
Sports management game
Fishing video game
Vehicle simulations
Flight simulator
Amateur flight simulation
Combat flight simulator
Space flight simulator
Space combat game
Space trading game
Submarine simulator
Train simulator
Vehicular combat game
History
Chronology of business simulation video games
Chronology of city-building video games
Chronology of god video games
Chronology of space flight simulation games
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Simulation video games are a diverse super-category of video games, generally designed to closely simulate real world activities.[1] A simulation game attempts to copy various activities from real life in the form of a game for various purposes such as training, analysis, prediction, or entertainment. Usually there are no strictly defined goals in the game, and the player is allowed to control a character or environment freely.[2] Well-known examples are war games, business games, and role play simulation. From three basic types of strategic, planning, and learning exercises: games, simulations, and case studies, a number of hybrids may be considered, including simulation games that are used as case studies.[3] Comparisons of the merits of simulation games versus other teaching techniques have been carried out by many researchers and a number of comprehensive reviews have been published.[4]
^"The Next Generation 1996 Lexicon A to Z: Simulation (Sim)". Next Generation. No. 15. Imagine Media. March 1996. p. 41.
^"Simulations: A Handbook for Teachers and Trainers", by Ken Jones, 1995, ISBN 0-7494-1666-1, p. 21
^Danny Saunders, Jacqui Severn, "Simulation and Games for Strategy and Policy Planning", p. 20
^"Games and Simulations to Enhance Quality Learning", 1996, ISBN 0-7494-1866-4, p. 50
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