06 JUL 2024 by ideonexus

 Games Do Not Model/Simulate, but are a Business

This is how the world appears to game design: There are dependent and independent variables. Designers, through trial and error, will work out which are which. They will choose cultural, business and technical options that maximize long term advantages. If it doesn’t work out, they will do it over. Time is essentially of a piece. It is homogenous, but it can be divided into equivalent units, just like space. Civilization III models not so much ‘civilization’, as the game design business...
Folksonomies: gamespace
Folksonomies: gamespace
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22 NOV 2013 by ideonexus

 Sid Myer's "Civilization" as an Educational Tool

[Kurt D.] Squire has studied middle school kids who played Civ3. He found that some students who were able to spend the hours needed to learn the game began to identify “rules” by which history progressed; rules that apply to such issues as resource allocation, the tradeoff between aggressive military expansion and diplomacy, and technological exchange among societies. Weir, who had college juniors and seniors playing every day for three weeks in a summer course, says some of the game sce...
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Perspectives from a selection of Professors who use the game to teach history, be it the trade-offs in growth, the way modern culture colors the portrayal of history in the game, and the way the game allows for speculation about alternative histories.