When is a game a game? When is a simulation a simulation?
That gnomic expression actually arises from some ‘professional’
reading I have been doing. I happened to stumble across some papers on ‘serious
play’ and serious games’. In one of them the author was at pains to try to
distinguish between simulations and games.
I suspect that, like me, you were probably unaware that
there was a particular distinction between them. However, my author (Rushby,
N.,(2012), ‘Making Serious Games Better’,
British Journal of Educational Technology, 43, 2, 179) declares that serious
games are not simulations, although a serious game may include simulations.
Now, it is possible that you are as confused as I was by
this, so I will try to unpack what is going on here.
A serious game is something which is designed to help people
to learn. Empirical evidence suggests that people learn quite effectively using
serious games, and they enjoy doing so. In this context, a serious game is something
like the computer games that the US Army uses for training purposes.
For example, I seem to recall that, a while ago, there was
some amusement in the press when the Australian Army bought a US Army training
package, and the US vendors changed all the cattle in the package (I think it
was for helicopter pilot training) into kangaroos. The veracity of the story
is, in my mind, somewhat open to doubt, but you get the idea of the purpose of
the game.
A simulation is something slightly different, at least in
this context. For example, a flight simulator is reasonably familiar, at least
in concept, for most of us. If you turn left the simulator turns left, and if
you slow down too much you stall. The point about simulation is that represents
a slice of reality, with known inputs and outputs, and this can be assessed for
correctness.
The key words used here are validity and fidelity. Fidelity,
at least, varies with the skill of the trainee. Someone start off in a flight
simulation will need something that is more forgiving of mistakes than an
expert there to learn how to deal with specific emergencies. Both, however,
need a valid simulation, that is, one which does replicate some real world
qualities. Furthermore, in this case, the learning needs to be transferrable,
but which we mean that some aspects of the system need to be recognisable in
the real worlds as well.
So, then, what is the difference between a serious game and
a simulation?
A simulation has a well-defined set of inputs and outputs,
closely related to the real world. A game is, I suggest, more open ended, and,
in some senses more immersive than a simulation, and has a stronger narrative
thread running through it.
Therefore, the argument is, a game may well include a
simulation, or even several simulations, but a simulation does not, of itself,
include a game.
Fair enough, I hear you cry, but why is this interesting and
what is it to do with wargaming?
Well, I think there are a number of issues, here which the
distinction points up.
Firstly, the question is which camp does wargaming, as an
exercise in pushing toy soldiers around a table, fall into?
I guess the answer to that is fairly straightforward.
Wargaming is a game, in the sense defined above it could also, possibly fall
into the serious game category. But wargames also include a simulation, in the
sense of a model of combat and movement.
Now a model, as I’m sure I’ve bored you with before, is a stripped
down and abstracted version of reality, often represented (even in wargames) by
some mathematics, even if it is just adding and subtracting numbers. So a
wargame, in this definition is some sort of mathematical model engine of
reality, with known inputs and outputs (the simulation) plus something else.
The something else is, of course, that which makes a wargame
a wargame, and it is, I think, to do with narrative. Even a simple ‘pick-up
game’ has a narrative, even if it is an abbreviated one. The abbreviations
comes in not having some sort of back story as to why the two forces are there
opposing each other, but the main narrative of the battle is usually unaffected
by this.
The second issue to come out of this is to question how
educational a wargame might be. A serious game is there for people to learn
stuff – about how to do things in terms of achieving overall goals, negotiations
with other players and so on, while a simulation concentrates on the immediate
inputs and outputs.
Therefore, a goal of educational wargaming might be to try
to understand why some decisions were taken, or even forced on the opposing
sides. A simulation of a battle would be more constrained; the suggestion is
that simulations should, for a given (historical) input produce a given
historical output, even if you can see, by working out the process from one to
another, how it happened in real life.
Most wargames are not of that nature, however, but we do
require some sort of historical veracity and validation to our games. That is,
if we wargame Waterloo, we want a logic to why, on the table, Napoleon won,
something which we can reflect upon and say “well, that was the critical point”.
This brings us to another issue about the relative failure
of educational games to make an impact. A game is more than just doing stuff,
it is part of a culture, where wargames do meet, face to face or virtually, to
share experiences, tips, ideas and concepts. This blog is an example of such.
This relates back to the immersiveness of the game, and how the cultural
context of the game and gamers impacts on their playing.
That last point is a big subject, and I have mumbled about
it in the past (and I probably will again in the future). In the mean time,
perhaps we should be a bit more careful with our language, and say that we game
rather than simulate, because I suspect we can agree that the narrative is
important to us as wargamers.
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