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Everything I Ever Needed to Know About Simulations I Learned From Video Games

TechKnowledge 2015 TH103

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We know that simulations are a fantastic way to allow people to practice skills in a realistic, but safe environment that gives them the opportunity to learn from mistakes. However, actually sitting down and creating a simulation that feels real to your audience is definitely harder than it sounds. So why not learn from the industry that's been successfully simulating real and imagined situations for years: video games! Sure, video games are a fun diversion, but there's also a lot in common with how they're created and the way a strong simulation should be designed. In this session, we'll take a look at how video games developers have overcome some of the same major hurdles that we experience when developing simulations for training, such as deciding what your simulation structure should be, narrowing down potential ideas to just the ones that work, and making player choices matter (or at least seem like they matter). You'll also learn about game design techniques that will make your simulation development process run smoother, such as iterative design and prototyping. Whether you're a seasoned gamer or someone who couldn't recognize Pong if your life depended on it, you'll still learn a lot about what video games can teach us about making simulations that are fun and effective.

Author

  • Bianca Woods is an instructional designer with BMO Financial Group, where she designs course content and media, test drives new learning technology, and passionately argues for the abolishment of Comic Sans. With degrees in both art education and education media design & technology, she has a substantial amount of interest in demystifying design and technology for others.

    When she’s not creating learning you can often find Bianca obsessing about new tech, live tweeting industry events, and searching for the perfect cupcake. If these things sound interesting to you, you should probably follow her Twitter feed @eGeeking.

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