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{{short description|Video game genre}} |
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{{unreferenced|date=January 2008}} |
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{{about|the video game genre||Business simulation (disambiguation)}} |
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]'' (2004) is a business simulation game in which the player tries to earn money by transporting passengers and freight via road, rail, water and air.]] |
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{{Simulation VG}} |
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'''Business simulation games''',<ref name="capitalism2review"></ref><ref name="Rollings">{{cite book|last=Rollings|first=Andrew|author2=Ernest Adams|title=Andrew Rollings and Ernest Adams on Game Design|publisher=New Riders Publishing|year=2003|pages=417–441|url=http://safari.adobepress.com/1592730019/ch14|isbn=1-59273-001-9|access-date=2008-05-23|archive-date=2008-09-15|archive-url=https://web.archive.org/web/20080915150839/http://safari.adobepress.com/1592730019/ch14|url-status=dead}}</ref> also known as '''tycoon games''' or '''economic simulation games''',<ref name="airbucks">,</ref><ref name="bigbiz"></ref> are video games that focus on the management of ] processes,<ref name="fundamentals">{{cite book|last=Rollings|first=Andrew|author2=Ernest Adams|title=Fundamentals of Game Design|publisher=Prentice Hall|year=2006|url=http://wps.prenhall.com/bp_gamedev_1/54/14053/3597646.cw/index.html}}</ref> usually in the form of a ]. Pure business simulations have been described as ]s without a construction element,<ref name="Rollings"/> and can thus be called simulations.<ref name="Rollings"/> ] is often emphasized in these kinds of games. They are essentially numeric but try to hold the player's attention by using creative graphics.<ref name="Rollings"/> The interest in these games lies in accurate simulation of real-world events using algorithms,<ref name=gdp_fdl/> as well as the close tying of players' actions to expected or plausible consequences and outcomes.<ref name=gdp_fdl>{{cite book | last = Laramee | first = Francois Dominic | title = Game Design Perspectives: Advances in Computer Graphics and Game Development | publisher = ] | year = 2002 | isbn = 1-58450-090-5|url=https://books.google.com/books?id=T9kS82J5LG0C&q=game+design+perspectives | page = 117}}</ref><ref name=ewc_bms>{{cite book | last = Slator | first = Brian M. |author2=Richard T. Beckwith |author3=Harold Chaput | title = Electric Worlds in the Classroom: Teaching and Learning with Role-Based Computer Classes | publisher = ] | year = 2006 | url = https://books.google.com/books?id=CoBW2rJO7mkC&q=%22economic+simulation%22+game&pg=PA61 | isbn = 0-8077-4675-4 | page = 61}}</ref> An important facet of economic simulations is the ] of artificial systems, gameplay and structures.<ref name=vgim_sn>{{cite book | last = Natkin | first = Stéphane | title = Video Games and Interactive Media: A Glimpse at New Digital Entertainment | publisher = ] | year = 2006 | url = https://books.google.com/books?id=Huph6EeDVggC&q=%22economic+simulation%22+game&pg=PA97 | isbn = 1-56881-297-3 | page = 97}}</ref> |
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There are many games in this genre that have been designed around numerous different enterprises and different simulations. '']'' can be called a business simulation because the goal of the game is to attract customers and make profits; the game also involves a building aspect that makes it a ].<ref name="Rollings"/> This genre also includes many of the "tycoon" games such as '']'' and '']''. Another similar example of a business simulation (that models a startup business) is "SimVenture Classic". |
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'''Economic simulation games''' are games that ] a real-world, historical, or hypothetical ] or ]. They are considered a subgenre of ] game but emphasize management gameplay over construction gameplay. For this reason, they are sometimes called management simulation games or business simulation games. Many of the ''Tycoon'' games are economic simulation games, such as '']'' and '']''. |
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] is a notable developer of business simulation games,<ref></ref> having developed the 1995 game '']'', which has been described as the "best business simulation game".<ref name="capitalism2review"/> A sequel, entitled '']'', was released in 2001. An expanded version of ''Capitalism II'', called ''Capitalism Lab'',<ref>{{cite web |url=https://www.capitalismlab.com |title = Capitalism Lab – Taking Business Simulation to a New Frontier}}</ref> was released in 2012 and continues to be updated regularly with new features and improvements. |
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In economic simulations, players seldom interact directly with units in the game (such as citizens, subjects, or vehicles), but rather manipulate underlying conditions or foundations of the game world, which the units then react to. |
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Active development of Internet technologies and the growth of the Internet audience in recent years gave a powerful impetus to the development of the industry of online games, and in particular, online business simulations.<ref name="bizsims" /> There are many varieties of online business simulations – browser-based and downloadable, single-player and multiplayer, and real-time and turn-based. Some online simulations are aimed primarily at the leisure market while others have real world applications in training, education and modelling. |
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The closest examples of 'pure' economic simulations may be '']'' and '']''. In '']'' the goal is to build an industrial and financial empire. In '']'' the goal is to become the most profitable firm by applying economic concepts in several market structures. Another highly ambitious business simulator is '']''. The game is similar in appearance to '']'' but rather than designing an entire city, the player designs a transport infrastructure as well as business for several cities. |
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== Real-world applications == |
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{{VideoGameGenre}} |
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Because ]s simulate real-world systems, they are often used in management, marketing, ] and hospitality education.<ref name="bizsims"></ref><ref name=ssl>{{cite book | last = Farkas | first = Meredith | title = Social Software in Libraries: Building Collaboration, Communication, and Community Online | publisher = ] | year = 2007 | access-date = 2008-06-18 | isbn =978-1-57387-275-1|url=https://archive.org/details/socialsoftwarein0000fark | url-access = registration | page=}}</ref> Some benefits of business simulations are that they permit students to experience and test themselves in situations before encountering them in real life,<ref name=dyn_ss/> they permit students to experiment and test hypotheses,<ref name=dyn_ss/><ref name=dkskrht>{{cite journal | last = Thole | first = Heinz-Jürgen |author2=Claus Möbus |author3=Olaf Schröder | title = Domain Knowledge Structure, Knowledge Representation and Hypotheses Testing | journal = Artificial Intelligence in Education: Knowledge and Media in Learning | pages = 410 | publisher = ] | year = 1997 | url = https://books.google.com/books?id=9L4reNbo7MQC&q=%22economic+simulation%22+game&pg=PA410 | isbn = 978-90-5199-353-0}}</ref> and that subjects seem more real to them than when taught passively from the blackboard.<ref name=dyn_ss>{{cite book | last = Schurr | first = Sandra | title = Dynamite in the Classroom: A How-to Handbook for Teachers | publisher = ] | year = 1994 | url = https://books.google.com/books?id=HK_uqW_oS7EC&q=economic+simulation+game&pg=PA73| isbn = 1-56090-041-5 | page = 73}}</ref> They are also used extensively in the professional world to train workers in the ],<ref name=udg>{{cite book | last = Rutter | first = Jason |author2=Jo Bryce | title = Understanding Digital Games | publisher = ] | year = 2006 | isbn = 1-4129-0033-6|url=https://books.google.com/books?id=Ji3baoCZL8gC&q=%22economic+simulation%22+game&pg=PA227|page=227}}</ref><ref name=iscsml_sjf/> ] and management,<ref name=iscsml_sjf>{{cite book | last = Fallows | first = Stephen J. |author2=Kemal Ahmet | title = Inspiring Students: Case Studies in Motivating the Learner | publisher = ] | year = 1999 | url = https://books.google.com/books?id=nk49AAAAIAAJ&q=%22business+simulation%22+game&pg=PA63 | isbn = 0-7494-2872-4 | page = 63}}</ref> and to study ]s,<ref name=ims_ddg/> with some simulations having in excess of 10,000 variables.<ref name=ims_ddg>{{cite book | last = Gatti | first = Domenico Delli | title = Interaction and Market Structure: Essays on Heterogeneity in Economics | publisher = Springer | year = 2000 | url = https://books.google.com/books?id=5D4V5DwKeKgC&q=%22economic+simulation%22+game&pg=PA37 | isbn = 3-540-66979-5 | page = 37}}</ref> <!--http://www.absel.org-->ABSEL, an association of professionals, exists for the sole purpose of promoting their use,<ref name=udg/> and economic simulations have even been used in experiments, such as those done by ] on learning and cognition that revealed how people often have an aptitude for mastering systems without necessarily comprehending the underlying principles.<ref name=eu_rh>{{cite book | last = Hogarth | first = Robin M. | title = Educating Intuition | publisher = ] | year = 2001 | url = https://archive.org/details/educatingintuiti00hoga | url-access = registration | isbn = 0-226-34860-1 | page = }}</ref> Other games are used to study the ].<ref name=vetl_lcj>{{cite book | last = Jain | first = L. C. |author2=R. J. Howlett |author3=N. S. Ichalkaranje |author4=G. Tonfoni | title = virtual environments for teaching & learning | publisher = ] | year = 2002 | url = https://books.google.com/books?id=gDPbGslq1LoC&q=%22economic+simulation%22+game&pg=PA20 | isbn = 981-238-167-8 | page = 20}}</ref> |
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== History == |
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] |
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{{see also|List of business simulation video games}} |
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{{Expand section|date=January 2017}} |
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'']'' (1964), a text-based ] designed by ], based on the ancient ]ian city-state of ], was the first economic simulation game.<ref name="Rollinger">{{cite book |last1=Rollinger |first1=Christian |title=Classical Antiquity in Video Games: Playing with the Ancient World |date=9 January 2020 |publisher=] |isbn=978-1-350-06664-9 |page=29 |url=https://books.google.com/books?id=lLS9DwAAQBAJ&pg=PA29}}</ref> An early economic sim by ], titled '']'' and released in 1983, foreshadowed events that would transpire later in video gaming history, especially in the ] market, with regard to ] and simulated economies.<ref name="1up_mule">{{cite web | last = Sharkey | first = Scott | title = The Essential 50 Archives | publisher = ] | date = January 22, 2004 – January 12, 2005 | url = http://www.1up.com/do/feature?cId=3133886 | access-date = 2008-06-18 | archive-url = https://web.archive.org/web/20090306122222/http://www.1up.com/do/feature?cId=3133886 | archive-date = 2009-03-06 | url-status = dead }}</ref> The game was ]' most highly awarded game, despite selling only 30,000 copies.<ref name="hs_mule">{{cite book | last = DeMaria | first = Rusel |author2=Johnny L. Wilson | title = High Score!: The Illustrated History of Electronic Games | publisher = ] | year = 2004 | pages = 174–175 | isbn = 0-07-223172-6|url=https://books.google.com/books?id=HJNvZLvpCEQC&q=%22economic+simulation%22+game&pg=PA174}}</ref> That same year, ] released the business sim '']''.<ref>http://www.mobygames.com/game/oil-barons MobyGames. "Oil Barons," (retrieved on January 25th, 2009).</ref> |
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== See also == |
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* ] |
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* ] |
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* ] |
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* ] |
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== References == |
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{{reflist}} |
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{{VideoGameGenre}} |
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{{DEFAULTSORT:Business Simulation Game}} |
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There are many games in this genre that have been designed around numerous different enterprises and different simulations. Theme Park can be called a business simulation because the goal of the game is to attract customers and make profits; the game also involves a building aspect that makes it a construction and management simulation. This genre also includes many of the "tycoon" games such as Railroad Tycoon and Transport Tycoon. Another similar example of a business simulation (that models a startup business) is "SimVenture Classic".
Active development of Internet technologies and the growth of the Internet audience in recent years gave a powerful impetus to the development of the industry of online games, and in particular, online business simulations. There are many varieties of online business simulations – browser-based and downloadable, single-player and multiplayer, and real-time and turn-based. Some online simulations are aimed primarily at the leisure market while others have real world applications in training, education and modelling.