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From Library of Congress Subject Headings

Simulation games

  • URI(s)

  • Instance Of

  • Scheme Membership(s)

  • Collection Membership(s)

  • Variants

    • us: Games of status
    • us: Gaming simulations
    • us: Mixed games (Simulation games)
    • us: Sim games
    • us: Status, Games of
  • Broader Terms

  • Narrower Terms

  • Closely Matching Concepts from Other Schemes

  • Sources

    • found: Work cat.: Blood money : a gaming-simulation of the problems of hemophilia and health care delivery systems, 1976.
    • found: IEEE standard glossary of modeling and simulation technology, 1989 (Simulation game. A simulation in which the participants seek to achieve some agreed upon objective within an established set of rules. For example, a management game, a war game. Note: The objective may not be to compete, but to evaluate the participants, increase their knowledge concerning the simulated scenario, or achieve other goals. Syn: gaming simulation)
    • found: European Simulation Multiconference. Proceedings of the ... European Simulation Multiconference: 13th (1999), v. 1, p. 455 (A simulation game is an active teaching/learning method for processing and solving practical problems by one or more teams. It allows experimental, competitive learning (action learning). Simulation games consist of two components, a description and a simulation model. The description is an introduction to the game, i.e., to the situation, basic rules, teams structure, and various options ... The second component is the simulation model)
    • found: Wikipedia, Aug. 12, 2005 (A simulation game, or sim game (also known as a game of status or mixed game), is a mixture of a game of skill, a game of chance and a game of strategy that results in a simulation of a complex structure (like a stock exchange, or civilization flux))
    • found: Introduction to simulation games, via WWW, Aug. 12, 2005 (A simulation game attempts to recreate a real-life situation in order to prepare its participants for encounters prior to the actual experience. The tool is a training procedure and can be represented by four distinct types: physical, iterative, procedural and situational)
  • Editorial Notes

    • subdivision [Simulation games] under topical headings
  • Change Notes

    • 2005-08-24: new
    • 2006-03-02: revised
  • Alternate Formats

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