Video Games as Toys, Simulations and Stories, Part 1: Simulations

One of the most noticeable and surprising problems with the study of video games (and interactive media in general) is the difficulty to describe their place in society. In general, there are three broad approaches to this question. Some proponents consider games to be toys and judge their quality as such, others judge them as simulations of real world possibilities and yet others judge them by the quality of the stories they tell – when, of course, they are telling stories (this is not always the case).

This is a series intended to explore all three, though this first introductory post delves into games as simulations.

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