Article:
The Elements of Simulation in Digital Games: System, representation and interface in GRAND THEFT AUTO: VICE CITY

dc.creatorJärvinen, Aki
dc.date.accessioned2022-01-06T13:43:45Z
dc.date.available2022-01-06T13:43:45Z
dc.date.issued2003
dc.description.abstractThe 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.en
dc.identifier.doihttp://dx.doi.org/10.25969/mediarep/17628
dc.identifier.urihttps://mediarep.org/handle/doc/18584
dc.languageeng
dc.publisherRoberto Simanowski
dc.publisher.placeProvidence
dc.relation.isPartOfissn:1617-6901
dc.relation.ispartofseriesDichtung Digital. Journal für Kunst und Kultur digitaler Medien
dc.rights.urihttps://creativecommons.org/licenses/by-sa/4.0/
dc.subjectvideo gameen
dc.subjectSimulationen
dc.subjectrepresentationen
dc.subjectInterfaceen
dc.subjectLudologyen
dc.subject.ddcddc:791
dc.subject.workGRAND THEFT AUTO: VICE CITY
dc.titleThe Elements of Simulation in Digital Games: System, representation and interface in GRAND THEFT AUTO: VICE CITYen
dc.typearticle
dc.type.statuspublishedVersion
dspace.entity.typeArticleen
local.coverpage2022-01-06T14:47:41
local.source.epage20
local.source.issue4
local.source.issueTitleNr. 30
local.source.spage1
local.source.volume5
local.subject.gndhttps://d-nb.info/gnd/4806599-7
local.subject.wikidatahttps://www.wikidata.org/wiki/Q94671

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