Article: The Elements of Simulation in Digital Games: System, representation and interface in GRAND THEFT AUTO: VICE CITY
dc.creator | Järvinen, Aki | |
dc.date.accessioned | 2022-01-06T13:43:45Z | |
dc.date.available | 2022-01-06T13:43:45Z | |
dc.date.issued | 2003 | |
dc.description.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. | en |
dc.identifier.doi | http://dx.doi.org/10.25969/mediarep/17628 | |
dc.identifier.uri | https://mediarep.org/handle/doc/18584 | |
dc.language | eng | |
dc.publisher | Roberto Simanowski | |
dc.publisher.place | Providence | |
dc.relation.isPartOf | issn:1617-6901 | |
dc.relation.ispartofseries | Dichtung Digital. Journal für Kunst und Kultur digitaler Medien | |
dc.rights | Creative Commons Attribution Share Alike 4.0 Generic | |
dc.rights.uri | https://creativecommons.org/licenses/by-sa/4.0 | |
dc.subject | video game | en |
dc.subject | Simulation | en |
dc.subject | representation | en |
dc.subject | Interface | en |
dc.subject | Ludology | en |
dc.subject.ddc | ddc:791 | |
dc.subject.work | GRAND THEFT AUTO: VICE CITY | |
dc.title | The Elements of Simulation in Digital Games: System, representation and interface in GRAND THEFT AUTO: VICE CITY | en |
dc.type | article | |
dc.type.status | publishedVersion | |
dspace.entity.type | Article | en |
local.coverpage | 2022-01-06T14:47:41 | |
local.source.epage | 20 | |
local.source.issue | 4 | |
local.source.issueTitle | Nr. 30 | |
local.source.spage | 1 | |
local.source.volume | 5 | |
local.subject.gnd | https://d-nb.info/gnd/4806599-7 | |
local.subject.wikidata | https://www.wikidata.org/wiki/Q94671 |
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