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{{short description|Video game genre}}
{{about|the video game genre||Business simulation (disambiguation)}}
[[File:Openttd interface.png|thumb|upright=1.35|''[[OpenTTD]]'' (2004) is a business simulation game in which the player tries to earn money by transporting passengers and freight via road, rail, water and air.]]
{{Simulation VG}}
'''Business simulation games''',<ref name="capitalism2review">[https://web.archive.org/web/20020607112125/http://pc.ign.com/articles/167/167372p1.html Review – IGN: Trevor Chan's Capitalism II]</ref><ref name="Rollings">{{cite book|last=Rollings|first=Andrew|author2=Ernest Adams|title=Andrew Rollings and Ernest Adams on Game Design|publisher=New Riders Publishing|year=2003|pages=417–441|url=http://safari.adobepress.com/1592730019/ch14|isbn=1-59273-001-9|access-date=2008-05-23|archive-date=2008-09-15|archive-url=https://web.archive.org/web/20080915150839/http://safari.adobepress.com/1592730019/ch14|url-status=dead}}</ref> also known as '''tycoon games''' or '''economic simulation games''',<ref name="airbucks">[https://web.archive.org/web/20040428124104/http://pc.ign.com/objects/573/573181.html IGN: Air Bucks],</ref><ref name="bigbiz">[https://web.archive.org/web/20020612103626/http://pc.ign.com/articles/361/361101p1.html News - IGN: Big Biz Tycoon Ships]</ref> orare '''tycoon games''', arevideo games that focus on the management of [[economy|economic]] processes,<ref name="fundamentals">{{cite book|last=Rollings|first=Andrew|authorlink=|author2=Ernest Adams|title=Fundamentals of Game Design|publisher=Prentice Hall|year=2006|location=|url=http://wps.prenhall.com/bp_gamedev_1/54/14053/3597646.cw/index.html}}</ref> usually in the form of a [[business]]. Pure business simulations have been described as [[construction and management simulation]]s without a construction element,<ref name="Rollings"/> and can thus be called '''management simulations'''.<ref name="Rollings"/> Indeed, [[Micromanagement (gameplay)|micromanagementMicromanagement]] is often emphasized in these kinds of games. They are essentially numeric, but try to hold the player's attention by using creative graphics.<ref name="Rollings"/> The interest in these games lies in accurate simulation of real-world events using algorithms,<ref name=gdp_fdl/> as well as the close tying of players' actions to expected or plausible consequences and outcomes.<ref name=gdp_fdl>{{cite book | last = Laramee | first = Francois Dominic | title = Game Design Perspectives: Advances in Computer Graphics and Game Development | publisher = [[Charles River Media]] | year = 2002 | isbn = 1-58450-090-5|url=https://books.google.com/books?id=T9kS82J5LG0C&printsec=frontcover&dqq=game+design+perspectives | page = 117}}</ref><ref name=ewc_bms>{{cite book | last = Slator | first = Brian M. |author2=Richard T. Beckwith |author3=Harold Chaput | title = Electric Worlds in the Classroom: Teaching and Learning with Role-Based Computer Classes | publisher = [[Teachers College Press]] | year = 2006 | url = https://books.google.com/books?id=CoBW2rJO7mkC&pg=PA61&dqq=%22economic+simulation%22+game&pg=PA61 | isbn = 0-8077-4675-4 | page = 61}}</ref> An important facet of economic simulations is the [[emergence]] of artificial systems, gameplay and structures.<ref name=vgim_sn>{{cite book | last = Natkin | first = Stéphane | title = Video Games and Interactive Media: A Glimpse at New Digital Entertainment | publisher = [[A K Peters, Ltd.]] | year = 2006 | url = https://books.google.com/books?id=Huph6EeDVggC&pg=PA97&dqq=%22economic+simulation%22+game&pg=PA97 | isbn = 1-56881-297-3 | page = 97}}</ref>
'''Business simulation games''',<ref name="capitalism2review">[http://pc.ign.com/articles/167/167372p1.html Review - IGN: Trevor Chan's Capitalism II]</ref><ref name="Rollings">{{cite book|last=Rollings|first=Andrew|authorlink=|author2=Ernest Adams|title=Andrew Rollings and Ernest Adams on Game Design|publisher=New Riders Publishing|year=2003|location=|pages=417–441|url=http://safari.adobepress.com/1592730019/ch14|doi=|id=|isbn=1-59273-001-9}}
</ref> also known as '''economic simulation games'''<ref name="airbucks">[http://pc.ign.com/objects/573/573181.html IGN: Air Bucks],</ref><ref name="bigbiz">[http://pc.ign.com/articles/361/361101p1.html News - IGN: Big Biz Tycoon Ships]</ref> or '''tycoon games''', are games that focus on the management of [[economy|economic]] processes,<ref name="fundamentals">{{cite book|last=Rollings|first=Andrew|authorlink=|author2=Ernest Adams|title=Fundamentals of Game Design|publisher=Prentice Hall|year=2006|location=|url=http://wps.prenhall.com/bp_gamedev_1/54/14053/3597646.cw/index.html}}</ref> usually in the form of a [[business]]. Pure business simulations have been described as [[construction and management simulation]]s without a construction element,<ref name="Rollings"/> and can thus be called '''management simulations'''.<ref name="Rollings"/> Indeed, [[Micromanagement (gameplay)|micromanagement]] is often emphasized in these kinds of games. They are essentially numeric, but try to hold the player's attention by using creative graphics.<ref name="Rollings"/> The interest in these games lies in accurate simulation of real-world events using algorithms,<ref name=gdp_fdl/> as well as the close tying of players' actions to expected or plausible consequences and outcomes.<ref name=gdp_fdl>{{cite book | last = Laramee | first = Francois Dominic | title = Game Design Perspectives: Advances in Computer Graphics and Game Development | publisher = [[Charles River Media]] | year = 2002 | isbn = 1-58450-090-5|url=https://books.google.com/books?id=T9kS82J5LG0C&printsec=frontcover&dq=game+design+perspectives | page = 117}}</ref><ref name=ewc_bms>{{cite book | last = Slator | first = Brian M. |author2=Richard T. Beckwith |author3=Harold Chaput | title = Electric Worlds in the Classroom: Teaching and Learning with Role-Based Computer Classes | publisher = [[Teachers College Press]] | year = 2006 | url = https://books.google.com/books?id=CoBW2rJO7mkC&pg=PA61&dq=%22economic+simulation%22+game | isbn = 0-8077-4675-4 | page = 61}}</ref> An important facet of economic simulations is the [[emergence]] of artificial systems, gameplay and structures.<ref name=vgim_sn>{{cite book | last = Natkin | first = Stéphane | title = Video Games and Interactive Media: A Glimpse at New Digital Entertainment | publisher = [[A K Peters, Ltd.]] | year = 2006 | url = https://books.google.com/books?id=Huph6EeDVggC&pg=PA97&dq=%22economic+simulation%22+game | isbn = 1-56881-297-3 | page = 97}}</ref>
 
There are many games in this genre whichthat have been designed around numerous different enterprises and different simulations. ''[[Theme Park (video game)|Theme Park]]'' can be called a business simulation because the goal of the game is to attract customers and make profits, but; the game also involves a building aspect that makes it a [[construction and management simulation]].<ref name="Rollings"/> This genre also includes many of the "tycoon" games such as ''[[Railroad Tycoon]]'' and ''[[Transport Tycoon]]''. Another similar example of a business simulation (that models a startup business) is "[[SimVenture Classic]]".
[[File:OpenTTD-1.1.0-en.jpg|thumb|275px|left|''[[OpenTTD]]'' (2014) is a business simulation game]]
 
[[Trevor Chan]] is a notable developer of business simulation games,<ref>[https://web.archive.org/web/20030629180115/http://pc.ign.com/articles/425/425910p1.html IGN: Joan of Arc Interview]</ref> having developed the 1995 game ''[[Capitalism (video game)|Capitalism]]'', which has been described as the "best business simulation game".<ref name="capitalism2review"/> A sequel, entitled ''[[Capitalism II]]'', was released in 2001. An expanded version of ''Capitalism II'', called ''Capitalism Lab'',<ref>{{cite web |url=https://www.capitalismlab.com |title = Capitalism Lab – Taking Business Simulation to a New Frontier}}</ref> was released in 2012 and continues to be updated regularly with new features and improvements.
 
Active development of Internet technologies and the growth of the Internet audience in recent years gave a powerful impetus to the development of the industry of online games, and in particular, online business simulations.<ref name="bizsims" /> There are many varieties of online business simulations - browser-based and downloadable, single-player and multiplayer, and real-time and turn-based. Some online simulations are aimed primarily at the leisure market while others have real world applications in training, education and modelling.
There are many games in this genre which have been designed around numerous different enterprises and different simulations. ''[[Theme Park (video game)|Theme Park]]'' can be called a business simulation because the goal of the game is to attract customers and make profits, but the game also involves a building aspect that makes it a [[construction and management simulation]].<ref name="Rollings"/> This genre also includes many of the "tycoon" games such as ''[[Railroad Tycoon]]'' and ''[[Transport Tycoon]]''. Another similar example of a business simulation (that models a startup business) is "[[SimVenture Classic]]".
 
[[Trevor Chan]] is a notable developer of business simulation games,<ref>[http://pc.ign.com/articles/425/425910p1.html IGN: Joan of Arc Interview]</ref> having developed the 1995 game ''[[Capitalism (video game)|Capitalism]]'' which has been described as the "best business simulation game".<ref name="capitalism2review"/>
 
Active development of Internet technologies and the growth of the Internet audience in recent years gave a powerful impetus to the development of the industry of online games, and in particular, online business simulations.<ref name="bizsims" /> There are many varieties of online business simulations - browser-based and downloadable, single-player and multiplayer, real-time and turn-based. Some online simulations are aimed primarily at the leisure market while others have real world applications in training, education and modelling.
 
== Real-world applications ==
Because [[business simulation]]s simulate real-world systems, they are often used in management, marketing, [[Simulations and games in economics education|economics]] and hospitality education.<ref name="bizsims">[http://www.bizsims.edu.au/ Online Business Simulations]</ref><ref name=ssl>{{cite book | last = Farkas | first = Meredith | title = Social Software in Libraries: Building Collaboration, Communication, and Community Online | publisher = [[Information Today, Inc.]] | year = 2007 | accessdateaccess-date = 2008-06-18 | isbn =978-1-57387-275-X1|url=https://booksarchive.google.comorg/books?id=AlARogbZHqcC&pg=PA216&dqdetails/socialsoftwarein0000fark | url-access =%22economic+simulation%22+game registration | page=[https://archive.org/details/socialsoftwarein0000fark/page/216 216]}}</ref> Some benefits of business simulations are that they permit students to experience and test themselves in situations before encountering them in real life,<ref name=dyn_ss/> they permit students to experiment and test hypotheses,<ref name=dyn_ss/><ref name=dkskrht>{{cite journal | last = Thole | first = Heinz-Jürgen |author2=Claus Möbus |author3=Olaf Schröder | title = Domain Knowledge Structure, Knowledge Representation and Hypotheses Testing | journal = Artificial Intelligence in Education: Knowledge and Media in Learning | pages = 410 | publisher = [[IOS Press]] | year = 1997 | url = https://books.google.com/books?id=9L4reNbo7MQC&pg=PA410&dqq=%22economic+simulation%22+game&pg=PA410 | isbn = 978-90-5199-353-0}}</ref> and that subjects seem more real to them than when taught passively from the blackboard.<ref name=dyn_ss>{{cite book | last = Schurr | first = Sandra | title = Dynamite in the Classroom: A How-to Handbook for Teachers | publisher = [[National Middle School Association]] | year = 1994 | url = https://books.google.com/books?id=HK_uqW_oS7EC&pg=PA73&dqq=economic+simulation+game&pg=PA73| isbn = 1-56090-041-5 | page = 73}}</ref> They are also used extensively in the professional world to train workers in the [[financial industries]],<ref name=udg>{{cite book | last = Rutter | first = Jason |author2=Jo Bryce | title = Understanding Digital Games | publisher = [[Sage Publications, Inc.]] | year = 2006 | isbn = 1-4129-0033-6|url=https://books.google.com/books?id=Ji3baoCZL8gC&pg=PA227&dqq=%22economic+simulation%22+game&pg=PA227|page=227}}</ref><ref name=iscsml_sjf/> [[hospitality]] and management,<ref name=iscsml_sjf>{{cite book | last = Fallows | first = Stephen J. |author2=Kemal Ahmet | title = Inspiring Students: Case Studies in Motivating the Learner | publisher = [[Routledge]] | year = 1999 | url = https://books.google.com/books?id=nk49AAAAIAAJ&pg=PA63&dqq=%22business+simulation%22+game&pg=PA63 | isbn = 0-7494-2872-4 | page = 63}}</ref> and to study [[economic models<ref name=ims_ddg/> (an association of professionals, [http://www.absel.org ABSELmodel]]s, exists for the sole purpose of promoting their use<ref name=udgims_ddg/>), with some simulations having in excess of 10,000 variables.<ref name=ims_ddg>{{cite book | last = Gatti | first = Domenico Delli | title = Interaction and Market Structure: Essays on Heterogeneity in Economics | publisher = Springer | year = 2000 | url = https://books.google.com/books?id=5D4V5DwKeKgC&pg=PA37&dqq=%22economic+simulation%22+game&pg=PA37 | isbn = 3-540-66979-5 | page = 37}}</ref> Economic<!--http://www.absel.org-->ABSEL, an association of professionals, exists for the sole purpose of promoting their use,<ref name=udg/> and economic simulations have even been used in experiments, such as those done by [[Donald Broadbent]] on learning and cognition that revealed how people often have an aptitude for mastering systems without necessarily comprehending the underlying principles.<ref name=eu_rh>{{cite book | last = Hogarth | first = Robin M. | title = Educating Intuition | publisher = [[University of Chicago Press]] | year = 2001 | url = https://booksarchive.google.comorg/books?iddetails/educatingintuiti00hoga | url-access =fsffJGkpwVIC&pg=PA184&dq=%22economic+simulation%22+game registration | isbn = 0-226-34860-1 | page = [https://archive.org/details/educatingintuiti00hoga/page/184 184]}}</ref> Other games are used to study the behavior[[consumer of consumersbehavior]].<ref name=vetl_lcj>{{cite book | last = Jain | first = L. C. |author2=R. J. Howlett |author3=N. S. Ichalkaranje |author4=G. Tonfoni | title = virtual environments for teaching & learning | publisher = [[World Scientific]] | year = 2002 | url = https://books.google.com/books?id=gDPbGslq1LoC&pg=PA20&dqq=%22economic+simulation%22+game&pg=PA20 | isbn = 981-238-167-8 | page = 20}}</ref>
 
== History ==
{{see also|List of business simulation video games}}
 
{{Expand section|date=January 2017}}
{{see also|List of business simulation video games}}
 
''[[The Sumerian Game]]'' (1964), a text-based [[early mainframe game]] designed by [[Mabel Addis]], based on the ancient [[Sumer]]ian city-state of [[Lagash]], was the first economic simulation game.<ref name="Rollinger">{{cite book |last1=Rollinger |first1=Christian |title=Classical Antiquity in Video Games: Playing with the Ancient World |date=9 January 2020 |publisher=[[Bloomsbury Publishing]] |isbn=978-1-350-06664-9 |page=29 |url=https://books.google.com/books?id=lLS9DwAAQBAJ&pg=PA29}}</ref> An early economic sim by [[Danielle Bunten Berry|Dan Bunten]], titled ''[[M.U.L.E.]]'', and released in [[1983 in video gaming|1983]], foreshadowed events that would transpire later in video gaming history, especially in the [[MMOGmassively multiplayer online game]] market, with regard to [[Cooperative gameplayvideo game|player cooperation]] and simulated economies.<ref name="1up_mule">{{cite web | last = Sharkey | first = Scott | title = The Essential 50 Archives | publisher = [[1UP.com]] | date = January 22, 2004 – January 12, 2005 | url = http://www.1up.com/do/feature?cId=3133886 | accessdateaccess-date = 2008-06-18 | archive-url = https://web.archive.org/web/20090306122222/http://www.1up.com/do/feature?cId=3133886 | archive-date = 2009-03-06 | url-status = dead }}</ref> The game was [[Electronic Arts]]' most highly awarded game, despite selling only 30,000 copies.<ref name="hs_mule">{{cite book | last = DeMaria | first = Rusel |author2=Johnny L. Wilson | title = High Score!: The Illustrated History of Electronic Games | publisher = [[McGraw-Hill Professional]] | year = 2004 | pages = 174–175 | isbn = 0-07-223172-6|url=https://books.google.com/books?id=HJNvZLvpCEQC&pg=PA174&dqq=%22economic+simulation%22+game&pg=PA174}}</ref> That same year, [[Epyx]] released the business sim ''[[Oil Barons]]''.<ref>http://www.mobygames.com/game/oil-barons MobyGames. "Oil Barons," (retrieved on January 25th, 2009).</ref>
 
== See also ==
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== References ==
{{reflist}}
 
 
{{VideoGameGenre}}