• Content describes games and simulations in terms of what and whom they represent. Each topic area or domain in which a game or simulation is used could result in additional (dedicated) design and application requirements. Content also includes the scenarios used in the game or simulation.
• Purpose describes the game or simulation's intended goal: entertainment, education, research, training, decision making, planning, socialization, communication, and so on. Again, each "purpose" category could result in additional requirements.
• Games are centered on the nature of the interaction between players and between players and the game, usually described in the game rules. This also includes knowledge about interaction mechanisms and their effects.
• Simulations provide representations of real-world objects and processes that behave like their real-world counterparts. Games use simulation models to create a dynamic environment (that is, models of objects and processes) in which game play will take place.
• Media technology involves the environment in which games and simulation are represented and played. Examples include cardboard, paper, or plastic playing pieces in board games; metal figures and model buildings in tabletop games; and virtual worlds and figures in a computer game. For digital games, media technology includes all kind of digital technologies, such as software programming, video technology, digital animation, and network languages. Our DS Online topic area is about games and simulations in a digital environment. We would also like to focus on distributed online games and simulations.
Swen Stoop is a researcher and game-simulation expert at T-Xchange. Contact him at firstname.lastname@example.org.
Andy Turner is a researcher and PhD student at the University of Leeds. Contact him at email@example.com.