This article is an attempt at a look into the future of simulation/gaming based on a look at its history. This is a personal account, looking at personalities and events and is intended to lead to a speculative and interpreta-tive debate rather than to serve as a scientific analysis. The major trends of continuity and serendipity that have characterized the development of ISAGA are set against the recent climate of postmodernism, and sev-eral questions are raised as to the future viability of simulation/gaming
This article rethinks concepts of the simulational and the simulacral for popular digital culture. I...
This article rethinks concepts of the simulational and the simulacral for popular digital culture. I...
This article has a dual purpose. The first is to establish the relationship between videogames and u...
The article is sanctified to consideration of postmodernism culture as world of simulacra. An author...
The thesis focuses on virtuality and reality of game in history of human culture and on its recent p...
'History is one of very few academic disciplines that do not investigate simulation. This is probabl...
The article begins with an abbreviated CV of the author and then recounts the formation of Society f...
In this article we wish to explore the political possibilities of video games. Numerous scholars now...
Games offer unique possibilities for imagining and experimenting with new systems of governance for ...
TestingGames have been part of human socializing activities since centuries. We see games being play...
Gaming-Simulation can be viewed as a hybrid form involving the performance of game activities in sim...
Simulation. The concept of simulation has been contested in academia since its proliferation in the...
Interdisciplinary Advancements in Gaming, Simulations and Virtual Environments: Emerging Trends inve...
This article examines developments in business simulation gaming during the past 40 years. Covered i...
From flight simulators and first-person shooters to MMPOG and innovative strategy games like 2008's ...
This article rethinks concepts of the simulational and the simulacral for popular digital culture. I...
This article rethinks concepts of the simulational and the simulacral for popular digital culture. I...
This article has a dual purpose. The first is to establish the relationship between videogames and u...
The article is sanctified to consideration of postmodernism culture as world of simulacra. An author...
The thesis focuses on virtuality and reality of game in history of human culture and on its recent p...
'History is one of very few academic disciplines that do not investigate simulation. This is probabl...
The article begins with an abbreviated CV of the author and then recounts the formation of Society f...
In this article we wish to explore the political possibilities of video games. Numerous scholars now...
Games offer unique possibilities for imagining and experimenting with new systems of governance for ...
TestingGames have been part of human socializing activities since centuries. We see games being play...
Gaming-Simulation can be viewed as a hybrid form involving the performance of game activities in sim...
Simulation. The concept of simulation has been contested in academia since its proliferation in the...
Interdisciplinary Advancements in Gaming, Simulations and Virtual Environments: Emerging Trends inve...
This article examines developments in business simulation gaming during the past 40 years. Covered i...
From flight simulators and first-person shooters to MMPOG and innovative strategy games like 2008's ...
This article rethinks concepts of the simulational and the simulacral for popular digital culture. I...
This article rethinks concepts of the simulational and the simulacral for popular digital culture. I...
This article has a dual purpose. The first is to establish the relationship between videogames and u...