Article: 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.
Preferred Citation
BibTex
Järvinen, Aki: The Elements of Simulation in Digital Games: System, representation and interface in GRAND THEFT AUTO: VICE CITY. In: Dichtung Digital. Journal für Kunst und Kultur digitaler Medien, Jg. 5 (2003), Nr. 4, S. 1-20. DOI: http://dx.doi.org/10.25969/mediarep/17628.
@ARTICLE{Järvinen2003,
author = {Järvinen, Aki},
title = {The Elements of Simulation in Digital Games: System, representation and interface in GRAND THEFT AUTO: VICE CITY},
year = 2003,
doi = "\url{http://dx.doi.org/10.25969/mediarep/17628}",
volume = 5,
address = {Providence},
journal = {Dichtung Digital. Journal für Kunst und Kultur digitaler Medien},
number = 4,
pages = {1--20},
}
author = {Järvinen, Aki},
title = {The Elements of Simulation in Digital Games: System, representation and interface in GRAND THEFT AUTO: VICE CITY},
year = 2003,
doi = "\url{http://dx.doi.org/10.25969/mediarep/17628}",
volume = 5,
address = {Providence},
journal = {Dichtung Digital. Journal für Kunst und Kultur digitaler Medien},
number = 4,
pages = {1--20},
}
Keywords
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