The Elements of Simulation in Digital Games: System, representation and interface in GRAND THEFT AUTO: VICE CITY
The Elements of Simulation in Digital Games: System, representation and interface in GRAND THEFT AUTO: VICE CITY
Abstract
The article focuses on one genre of simulations: computer and video games. The author presents a generic model of the elements that co-operate in producing a simulation that is also a game. The model is applied into practice with a case study that focuses on one particularly interesting game: GRAND THEFT AUTO: VICE CITY (Rockstar Games, 2002), a game that frames its gameplay by simulating certain traits of popular culture in the 1980s.
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Creative Commons Attribution Share Alike 4.0 Generic
Creative Commons Attribution Share Alike 4.0 Generic
Keywords:
video gameSimulationrepresentationInterfaceLudology
