________________________________________________________________________The advanced computational capabilities in modern personal computers have made it possible for consumers to experience simulations with a high degree of verisimilitude through simulation games (a.k.a. Sims). In recent years, the cross-boundary technology exchange between game and simulation technology, along with other factors, has contributed to the confusion as to what makes a simulation game and what makes a simulator. This article provides a user's and designer's perspective on a definitive comparison of the similarities and differences between games in general, simulation games, and simulators. It also introduces a method that can be easily used to distinguish games and simulation games from simulators by using observable design characteristics. On the other hand, the convergence of functionality and technology in simulation games and simulators has created new applications of simulation. One such application is in serious games. Serious games and simulation games are confusingly similar in many ways. However, they greatly differ in functionality. This article also provides a method to distinguish serious games from simulation games, to clarify the strict categorization between these two applications of simulation.
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INTRODUCTIONIn the past, the technology used in simulators was only available to high-end expensive industrial and military systems (i.e., "manned" training simulators [Hughes 1990]), since they made use of the extensive computational capabilities of high-performance computers (HPCs). Simulation technology was also used in non-real-time systems for running computationally intensive models of real-world systems (for example, analytic simulators [Hughes 1990] and weather simulation [Johnson et al. 1996]). Simulators and simulation applications were not available on commonly used personal computers (PCs), as the applications would normally require a number of days to run. The modern personal computer has made it possible to run simulators as well as other simulation applications on commodity personal computer hardware [Garrity 2005] because it is empowered with advanced computational capabilities, and at the same time is available at very low cost [Manojlovich et al. 2003]. This is evident in the hardware of the current generation of video game consoles (i.e., Sony's Playstation 2 [Sony 2005]; Microsoft's X-box