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Explore the world of dynamic system simulations, from training-based simulators to immersive games that model entire systems. Discover how these simulations enhance reflex development and transfer to real-world scenarios.
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Nathan Paul Simulation: What’s it good for?
“I want to note that there are two distinctly different types of games that are referred to as simulations. One is the training-based simulator, which comes out of the military world, and puts the player into a first-person role centering on mechanical control of a vehicle… The other is a simulation that dynamically models an entire system.” (Pearce p. 150)
A simulation that dynamically models an entire system. • Sim Series (SimCity, The Sims, Rollercoaster Tycoon) • MMOGs (Second Life) • God Games (Populous, Black and White) • Strategy Games • Real-Time (Command and Conquer, Warcraft) • Turn-Based (X-Com, Shining Force)
Training based simulator: Anything that can be used to develop automatic reflexes to certain situations • Flight simulators (Microsoft Flight Simulator) • FPS (Half-Life) • Tactical Ops (Ghost Recon, Commandos)
War and Combat are clearly present in games such as rugby, chess, and Quake, metaphorized to varying degrees. (Penny p. 76)
It is universally acknowledged by both teacher and (successful) student that the training … is only really effective when it becomes automatic, reflex. It becomes not conscious. (Penny p. 74)
…simulators find application anywhere where the cost of the simulator is less than the cost of the real item, as is clearly the case the commercial aircraft. (Penny p. 75)
“…we are drawn to the conclusion that what seperates the first person shooter from high-end battle simulator is the location of one in an adolescent bedroom and the other on a military base.” (Penny p.76)
Tactical Co-op games • Americas Army • Ghost Recon • Commandos
Americas Army Commandos 3 <- Ghost Recon
Conclusion • It is clear the immersive simulation environments are effective in producing such training, and that such training transfers usefully to the “real world.” (Penny p.75)