Becker bindex.indd V2 - 11/03/2011 Page 421

Index

Symbols and Numbers Activity operators (hospital @Risk add-on, 277, 397 emergency department 2D graphics, 184 example), 314 3D graphics, 176, 188–190 actor class (GreenFoot), 337–338 3D meshes, 190–191 ADDIE model, 246–248 3D simulations Adobe Premiere, 194 FoldIt (interactive simulation), 26 affordances, analog vs. digital Service Rig Training Program, simulations, 68–69 18, 19 agents VROV Simulator, 9–12, 401 accreditation agents for 3D Studio Max, 190 walkthroughs, 214 boarding passenger airliner example, 343–344 A agile instructional design, 251 A* algorithm, boarding Airbus A320 passenger aircraft, passengerCOPYRIGHTED example and, 340 MATERIAL330, 339 Abel, Niels H., 396 airbus class (GreenFoot), Abt, Clark, 60, 61 336, 337 accreditation agents for airliner example. See boarding walkthroughs, 214 passenger airliner example accuracy of simulations, aisle and aisle seat interference 97–98 (boarding passenger airliner activities in bread example, 360 example), 333, 334

421

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422 Index n A

Aki, Järvinen, 72 Analysis, Design, Development, alcohol impairment game Implementation, and (Booze Cruise), 28–30, 197, Evaluation (ADDIE model), 238, 398 246–248 Alessi, S. M., 58, 59 animations algorithms basics of, 191–194, 364–366 A* algorithm. boarding cooking and food safety passenger example, 340 simulation example, 355, bad algorithm example, 77–80 364–367 basics, 76, 77 defi ned, 364 defi ned, 41 formats for, 365 design, 83–84, 93 interactive, 194–197 egg salad example, 89–92, 363 timelines, 99–101, 106 hair-washing example, 77–80 tools, Websites for, 370 hard-boiled eggs example, 90 Antaeus, 186 informed search algorithms, 340 arguments, defi ned, 91 mowing the lawn example, arrays, programming phase 84–88 and, 368 navigating an automated arrival rates, ambulance vs. telephone system example, walk-ins (hospital emergency 80–83 department example), 313 Alvarez, Julian, 72 arrivals (single server queue ambulance arrivals (hospital example) emergency department arrival process, defi ned, 151 example) basics of, 152–153 basics of, 304, 308–309 distributions, 154–159 implementing, 318 simulating, 159, 168 rate of, 313 The Art of Computer Game analog simulations Design, 237 defi ned, 55 artistic assets (cooking and food for education, 55 safety simulation example), for games, 70 364–367 analog vs. digital simulations affordances, 68–69 assembly lines as multiple base model differences, 67–68 server systems, 147 closure and, 69 assessment design (stock market differences between, 66–67, 70 game), 378 history of, 55, 65–66 Audacity, 199 rules and, 68 avatars similarities between, 66 Second Life, 293, 294 validity and, 69 virtual reality and, 196

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Index n B– 423

B verifi cation and validation, Babbage, Charles, 45 346–347 back-to-back testing, 212 Booze Cruise (simulation game), bacterial growth 28–30, 197, 238, 398 cooking and food safety boundary conditions simulation example and, 362 defi ned, 223 example, OpenModelica and, testing for extreme conditions 285–287 and, 224 example, VisSim and, 288–289 Box2D game engine, 268, 398 bad algorithms (example), branches. See decisions 77–80 (fl owcharts), defi ned balance (in games), defi ned, 225 bread Balance of Power (game), bread making example, 237, 397 359–361 balking, defi ned, 304 as gestalt, 359 Barry, Dave, 3 breakpoints, defi ned, 216 base model in analog bus schedule, randomness and, educational simulations, 119–120, 137–139 67–68 buying stocks, 376. See also Battlezone (serious game), 49 stock market (serious game Bazargan, M., 332, 333 example) Becker, Katrin, 390 Bever, Ed, 280 C bits, defi ned, 76 , 190 calculating probability, Bloom’s Taxonomy, 245, 246 126–128 Blum, Lenore, 136 Cannons game, building, Blum, Manuel, 136 276–277 Blum Blum Shub (BBS), 136 Capita vel Navia, 123 boarding passenger airliner cards, randomness and, 123 example, 327–348 Carlin, George, 145 aircraft loading, 327–330 carry-on bags (passenger boarding effi ciency, 346–347 airliner example), 332 implementation. See Cather, Willa, 233 implementation of passenger charts, 184–188 airliner loading; passengers Clark-Kozma debate, 244 as simulation units “Classroom Without Walls”, 371 loading problems, 328, 329–330 clients system analysis, 330–332 random numbers program, 134 system synthesis, 332–335 for Second Life, 293

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424 Index n C

closure, analog vs. digital Computer-Based Instruction, 58 simulations and, 69 computers code verifi cation, 213–217, 229 computer implementation, coin toss (example) 109, 111 calculating probability and, continuous and discrete 126–128 simulations and, 101–102 important aspects of simulation history of games before, 42–44 and, 98 history of simulations before, odds and, 125 44–45 randomness and, 122–123, processing information and, 76 129–130 conceptual model, creating Cole, M., 53 (cooking and food safety companies simulation example) historical data on for stock bread, 359–361 trading, 377 ingredient histories, 361–362 logos, 383, 384 conceptual models in stock market game, 376, basics of, 109, 113–115, 228 381–383 concepts in, 220, 228 comparison testing, 212 conceptual model phase in complex queuing systems. See serious game design, 258 single server queuing stock market (serious game system II example), 381–383 compliance training, 349 validation of, 219–220 component records, defi ned, 361 conditional loops, defi ned, 88 components of bread consensus, confl ict, example, 360 correspondence and contrast computer games among experts, 37 basics of, 47 context in conceptual models, vs. non-digital games, 53 220, 228 computer mediated games, continuous simulations 47, 67 basics of, 101–102, 117 computer simulations discrete simulations and, basic elements of, 40–42 103–105 basics of, 5 hybrid simulations, 105 in education. See educational continuous systems (harmonic simulations motion simulation example), history of, 45–47 176, 177–180 modeling vs., 39–40 cooking and food safety vs. non-digital simulations, simulation example, 349–370 53–55. See also analog vs. conceptual model, creating, digital simulations 359–363

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Index n C–D 425

data, gathering, 355–356 current_time variables, 165 design phase, 356–359 cycle time, defi ned, 322 discovery basics, 350 objective and premise, 350 observable elements, 354–355 D operational model, creating, data 354–368 collecting confi rming data original system, 351–352 (V&V), 209–213 performance gaps, 350 complexity of in stock market performance objectives, 351 game, 384 research and preparation importance of in algorithms, 80, basics, 351 84, 93 task analysis and, 350 obtainable data (single server testing, 368 queue example), 149–150 Coole Immersive Service Rig data, gathering Training Program, 16–19, cooking and food safety 252, 400 simulation example, 355–356 coordinators for importance of, 113 walkthroughs, 214 single server queue example, 150 cosplay, defi ned, 69 stock market game, 377 cost of simulation (hospital data collection events (single emergency department server queue example), example), 309–310 163–164 craps (game), probabilities in, debugging 124–125 defi ned, 208 Crawford, Chris, 236–237, 239, random numbers and, 135–136 251, 356 V&V and, 216–217 decisions (fl owcharts), defi ned, crawl (stock market game), 385 78–79, 93 Cray, Seymour, 75 decorative media principle, 254 create operators (hospital decorative media traps, 239, emergency department 254–256, 260 example), 315, 316, 318, 320 defi nitions Create-A-Graph, 186 importance of, 36 cross-sectional studies, Juul and, 72 defi ned, 329 Salen and Zimmerman and, crowdsourcing, defi ned, 26 61, 72 Cruickshank, D. ., 58 degenerate tests, 223–224 Crystal Ball, 278, 398 departures current companies in stock importance of in queuing market game, 382 system example, 152

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426 Index n D

in queuing system example data gathering, 113 simulation, 169 goals and, 107 dependent variables in graphs, observable elements, 112–113 186–187 original systems, 111–112 design phases of refi nement, 109–111 evaluation of in cooking and sample systems, 115–116 food safety simulation when simulation is appropriate/ example, 358–359 inappropriate, 108–109 evaluation of in stock market development teams, diversity game, 381 and complexity of, 393–394 game design documents, Dewey, John, 396 240–241 dice gamifi ed simulation design probabilities in, 124–125 process, 242–243 randomness and, 123, 129–130 instructional design. See Dick and Carey Systems instructional design (ID) Approach Model, 248, 249 learning, simulations and differential equations, games, basics of, 233–234 defi ned, 178 serious game design, 256–260 digital simulations. See design phase computer simulations cooking and food safety DirectX, 199 simulation example, 356–359 in serious game design, 258 discovery phase cooking and food safety design phase (stock market simulation example, 350 game), 377–381 in serious game design, assessment design, 378 256–258 design evaluation, 381 stock market (serious game gameplay and game mechanics, example), 372–375 379–380 discrete event simulation instructional strategies, 378 basics of, 172 interface design, 378–379 hot dog vendor, 170 message design, 377–378 single server queue example, program structure, 380–381 180–182 design teams, diversity and discrete simulations complexity of, 393–394 basics of, 102–103, 117 designing simulations continuous simulations and, basics of, 234–235 103–105 computer implementation, 115 hybrid simulations, 105 conceptual models, 113–115 distributions, 154–159

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Index n D–E 427

dividends, stock market game elements. See observable and, 380 elements Djaouti, Damien, 72 Elverdam, Christian, 72 Douglas, A. S., 47 emergency room. See hospital duration variables, 165 emergency department example end events, 163 E errors education in programs, 206–207 computer simulations for, 54 in software, 206–208 term simulation in, 60 in stock market game, educational simulations. 386–387 See also analog vs. digital Espen, Aarseth, 72 simulations estimated state, single server basics of, 55–57 queue examples, 170–171, Booze Cruise, 28–30 181–182 edutainment, 58–60 events FloodSim, 23–25 defi ned, 106, 151 vs. games, 62–64 event validity, 221–222 games, defi ned, 61–62 in GameMaker, 269–270 games as simulations, 64–65 relevant to single server queue history of, 57–58 examples, 150, 163 vs. models, 55 sequence of in simulations, 99 Real Lives, 19–22 simulations and, 106–107, 116 Service Rig Training Program, Excel 16–19 add-in, 397 simulation-game continuum, graphs and, 185–186, 390 60–61 for simulations, 277 traditional vs. digital, 55–57 statistical distributions Educational Simulations using, 154 (company), 4, 19 executable form, defi ned, 216 edutainment era, 58–60 Exit operators (hospital Egg Money simulation example, emergency department 278–280 example), 315 egg salad experiential simulations, vs. algorithm, 363 experimental simulations, example of making, 89–92 41–42 recipe and process of making, exponential distribution, 154, 351–354 156–158

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428 Index n E–G

ExtendSim (hospital emergency fl owcharts department example) basics, 77–80 basics of, 291, 314–316, 398 single server queue example, priority queues, 316–317, 166, 168, 169 323–324 symbols, 81 reneging and, 315–316 FoldIt (interactive simulation), vs. Simula, 321, 322–323 25–28 tandem queues, 317 food safety. See cooking and V&V and, 320–323 food safety simulation ExtendSim (single server example queuing example), 291–293 frames, rate of, 192–193 external goals in video frequency histograms, 154 games, 195 FSA (fi nite state machines), extreme conditions, validation 341–343, 348 and, 223–224

G F Gaines, Brian, 37 face validity, 221 Galilei, Galileo, 396 fees in stock market trading, gambling, randomness and. See 379–380 randomness in games Fermi, Enrico, 132 “Game Classifi cation and fi les (data) in stock market Game Design Construction game, 384–385 Through Critical Analysis” Final Cut, 194 (2007), 72 fi nite state machines (FSA), game design documents, 240–241 341–343, 348 Game Developer Magazine, 389 First Come First Served (FCFS) game engines, 268 service, 160 game mechanics First In First Out (FIFO) basics of, 240 service, 160 cooking and food safety fi rst playable (games), simulation example, 357, 358 defi ned, 226 stock market game, 379–380 Fittipaldi, Emerson, 175 Game Testing All-in-One, 226 fl ight simulators, 45–47, 69, 399 GameMaker FloodSim (educational basic information on, 398 simulation), 23–25 basics of, 269–270, 283 fl ow of control (fl owcharts), 78, for cooking and food safety 82, 83 simulation example, 358

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Index n G 429

non-game simulations with, simulation games, defi ned, 20 283–284 vs. simulations, 60–61 programming in, 367–368 simulations and, 14, 31, 64–65 Space Battle, building with, verifi cation and validation of, 270–273 224–227 stock market game and, 380, video games, 47–48 383, 384 games, designing vs. VisSim, 287–288 complexity of, 236–237 GameMaker tool, 241 design phase, 239–240 gameplay playtesting phase, 241 basics of, 240 postmortem, 241 cooking and food safety pre-programming phase, simulation example, 356–358 240–241 stock market game, 379–380 programming phase, 241 games. See also analog vs. digital purpose of game and, simulations; specifi c games 237–238 basics of, 31 research and preparation, 239 computer programs and, 84 topic, theme, or premise, 238 defi ned, 61–62, 64 “Games without Frontiers: design teams, diversity and Theories and Methods for complexity of, 393–394 Game Studies and Design” vs. educational simulations, (2008), 72 60–61, 62–64 gamifi cation, defi ned, 49 FloodSim, 23–25 General Purpose Simulation game making software. See System (GPSS), 158, 287, 399 software for game making General Simulation Program gamifi ed simulation design (GSP), 45 process, 242–243 generating random values history of before computers, advanced pseudorandom 42–44 generators, 136–137 importance of defi ning, 36 history of, 132 interactive, 194–197 A Million Random Digits and, interfaces, 31 132–133 learning and. See learning, pseudorandom numbers, simulations and games for 134–136 mentioned in book, listed, true random numbers, 133–134 397–401 overview, 394–395 geometric shapes in fl owcharts, randomness in. See randomness 78–79, 87 in games Georgievskiy, I., 309, 311, 312, serious, 23, 48–49 313, 320

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430 Index n G–H

gestalt, non-trivial Gredler, Margaret, 59 systems as, 359 GreenFoot getNeighbors function basic information on, 399 (boarding passenger airliner basics of in boarding passenger example), 344 example, 336 GIMP, 366, 399 development environment GNUplot, 186 basics, 275–277 goals fi nal version boarding passenger example, 346–347 in game design, 237 passage of time and, 343–344 in games, 195, 238 World class, 336 Goldwave, 199 GRI Simulations Inc. Gordon, Geoffrey, 45 (company), 9 GPSS (General Purpose GRI VROV Simulator, Simulation System), 158, 399 9–12, 401 Grand Prix mode (Mario Kart game), 13 GSP (General Simulation Grand Theft Auto (game), Program), 45 13, 399 graphics H 2D graphics, 184 hanging weight example. See 3D graphics, 176, 188–190 3D meshes, 190–191 harmonic motion simulation basics of, 176, 182–183 example graphical assets for cooking haptic feedback, defi ned, 18 examples, 352–354, 364 harmonic motion simulation graphical elements for cooking example and food safety simulation animation of, 193 example, 363 basics of, 176, 177–180 graphs and charts, 184–188 graphical representation of, 185 interactive simulations and, 176 Hart, P. E., 340 raster graphics, defi ned, 182 Havok game engine, 268, 399 sprite graphics, Websites for Hawkins, Trip, 58 downloading, 369 hidden surface removal, graphs defi ned, 191 basics of, 184–188 Higinbotham, William, 48 defi ned, 183 price graphs (stock market historical validation, game), 385 222–223 software for, 186 hospital emergency department V&V, 212 example, 301–325

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Index n H–I 431

ambulance arrivals, 304, passengers as simulation units. 308–309, 318 See passengers as simulation arrival rates, ambulance vs. units walk-ins, 313 simulation framework, 336–337 basics of, 302 independent variables in completing, 318–319 graphs, 186–187 cost of, 309–310 informed search algorithms, 340 ExtendSim for implementing, in-game goals in video 314–316 games, 195 interarrival times, 310–311, ingredients (cooking and food 313–314 safety simulation example), mean service times, 312–313 359–362 priority queues, 316–317 Inkscape, 366, 399 reneging, 304, 305–306, 311–312, 315–316 inaccuracy of simulations, 97–98 system analysis, 302–305 input (fl owcharts), 81 system synthesis, 309–314 input values (single server tandem queues, 307–308, queue example), 150 317–318, 322–323 instructional design (ID) triage priorities, 304, 306–307 academic debate about, 244–245 verifi cation and validation, ADDIE model, 246–248 320–323 agile design, 251 hot dog vendor. See also model basics of, 244–245, 260–261 creation (single server Bloom’s Taxonomy, 245, 246 queuing systems); single combining with simulation and server queue examples game design, 252–254 discrete event simulation complexity of, 235, 260 and, 170 cooking and food safety HotBits service, 134 simulation example, 356 hybrid simulations, 105 design of instruction, 245 Dick and Carey Systems Approach Model, 248, 249 I Morrison, Ross, and Kemp icons. See sprites (GameMaker) model, 248–251 ID. See instructional design (ID) instructional strategies idle servers, defi ned, 160 in serious game design, 256 implementation of passenger stock market game and, 378 airliner loading Instructional System Design basics of, 335–336 (ISD), 245–251 GreenFoot simulation, 346 instrumentation, 215–216

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432 Index n I–L

interactive animations, 194–197 K interactive simulations Katamari Damacy (game), 238, FoldIt, 25–28 252, 399 vs. video games, 195–197 keywords, example interarrival times, 139 keywords, 245 histograms of, 155 Kriegesspiel (Prussian game), 44 hospital emergency department example, 310–311, 313–314 mean interarrival times, 151 L probability function and, 156 lawn mowing example, 84–88 splitting for verifi cation, 320 learning, simulations and interface design (stock market games for, 233–263 game), 378–379 basics of, 233–234 interfaces decorative media trap, 254–256 of games, 31, 240–241 design basics, 233–234 VROV Simulator, 11 game design. See games, interference in loading airline designing passengers, 332–335 gamifi ed simulation design internal goals in video process, 242–243 games, 195 instructional design. See internal validity, 221 instructional design (ID) “Interservice Procedures serious game design, 256–260 for Instructional Systems simulation design, 234–235 Development”, 246 Leibniz, Gottfried, 119 ISAGA (International linear congruential Simulation and Gaming generators, 136 Association), 57 lines, waiting in. See queuing ISD (Instructional System systems Design), 245–251 Link, Edwin, 45 iteration, defi ned, 88 Link trainer, 45–46, 47 LiveCharts, 377 LM Mission Simulator, 46–47 J Locke, John, 119 James, William, 97 logarithm function (log), graphs Java, 275, 399 and, 187–188 Jessel, Jean-Pierre, 72 Logistic equations, 286, 288–289 jockeying, defi ned, 304 logos for companies (stock Juul, Jesper, 72 market game), 383, 384, 385

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Index n L–M 433

longitudinal surveys, Methel, Gilles, 72 defi ned, 329 microanalytic simulations. See loops boarding passenger airliner in fl owcharts, 87–88 example; microsimulations main loop in queuing systems Microsimulation of Traffi c Flow example, 165–167 appearance of, 6–7 basic information on, 399 microsimulations, 6 M overview, 5–6, 9–10 main infl ow (traffi c fl ow), 6 traffi c fl ow simulation, 7–8 maintenance oracles for microsimulations. See also walkthroughs, 214 boarding passenger airliner Manhattan Project, simulations example and, 45 basics of, 6, 328–330, 347 , 186, 399 possible applications for, 347 Mario Kart (game), 12–14, 399 Microsoft Movie Maker, 194 Mathematica, 186 middle seat interference Maya, 190 (boarding passenger airliner McGwire, Mark, 175 example), 333, 334 McLuhan, Marshall, 371, 396 military board games, 44 mean (M) A Million Random Digits, basics of, 152–153 132–133, 152 mean interarrival times, 151 MinkHollow Media, 387–388 mean service times (hospital M/M/1 queuing systems. See emergency department also hospital emergency example), 312–313 department example; single measured state (single server server queue examples queue examples), 170–171, basics of, 302, 324 181–182 defi ned, 146–147 Mercury Procedures Simulator simulated in Simio, 291 (MPS), 46–47 tandem M/M/1 queues, 307–308 Mersenne twister, 136, 137 MMOs (Massively-Multiplayer meshes Online Games), 67 3D meshes, displaying, 190–191 mod (boarding passenger creating, 190 airliner example), 337 defi ned, 189 model creation (single server message design (stock market queuing systems) game), 377–378 basic idea for, 147–148

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434 Index n M–O

collectable data, 151 needs analysis conceptual model, 151–152 basics of, 108–109 needs analysis, 148 single server queuing observable elements, 149 systems, 148 obtainable data, 149–150 net worth of players (stock original system, 148–149 market game), 385 simulation events, 150 New Super Mario Brothers simulation input data, 150 (game), 252 modeling vs. simulation, 39–40 next event paradigm (single models server queue example), 164 base model in analog Nintendo Mario Kart (game), 12 educational simulations, normal distribution, 157 67–68 numbers, as output, 180–181 basics of, 39–40 conceptual, 113–115 vs. educational simulations, 55 O Morrison, Ross, and Kemp model, 248–251 objectives. See also performance modules, 84–88 objectives cooking and food safety modulus (operation mod), 337 simulation, 350 Morrison, Ross, and Kemp of stock market game, 373 model, 248–251 object-oriented Movie Maker (Microsoft), 194 programming, 275 Multimedia for Learning (2001), 59 objects multiplayer games, 13 in conceptual models, 220, 228 multiple server systems, in GameMaker, 269, 271, 283 defi ned, 147 in GreenFoot, 275 multiple stage queuing systems. in Simio, 290 See hospital emergency observable elements department example designing simulations and, multiple timelines, 99–101, 112–113 105–106 for making egg salad, 354–355 multitasking, design and, 260 single server queue example, 149 Myerson, Roger, 277 stock market (serious game example), 376 observer modes (in games), 227 N Ochoa, Anna, 60 navigating automated telephone odds (probabilities), 125–126 system (example), 80–83 oil and gas industry. See Service navigation methods for Rig Training Program passenger loading, 339–340 (educational simulation)

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Index n O–P 435

online systems for buying P stocks, 375 Paint tool (Windows 7), 364, open source software 384, 400 defi ned, 285 PanzerBlitz (game), 44 OpenAL, 199 Papert, Seymour, 58 OpenModelica (SDK), parameters (programming), 284–287, 400 89–92 OpenOffi ce, 186 Parker, Jim, 390 operational models Parker, Max, 390 basics of, 109, 110, 114–115 passage of time creating (cooking and food basics, 14, 98–101 safety simulation example), boarding passenger airliner 354–368 example, 342–343 creating (stock market example), single server queuing systems 383–386 and, 151 phase in serious game passenger airliner example. See design, 259 boarding passenger airliner oracles, maintenance oracles for example walkthroughs, 214 passengers as simulation units Oracle’s Crystal Ball, 278 agents, 343–344 original systems basics of, 337–339 cooking and food safety fi nite state machines, 341–343 simulation example, passengers, interference by, 344 351–352 seat interference, 344–345 designing simulations and, 109, waypoints and paths, 339–340 111–113, 115–116 paths, for aircraft passengers, overlap with task analysis, 373 339–340 single server queue example, pax class (GreenFoot), 148–149 337–338 stock market game example, pending events list in single 375–376 service queuing system, 164 orthographic performance gaps transformations, 190 basics of, 108 output cooking and food safety complexity of, 176 simulation example, 350 fl owcharts and, 81 defi ned, 374 importance of, 175 early determination of, 256 numbers as, 180–181 educational interventions and, text as. See text, output as 252, 253 Oware (African game), stock market serious game 42, 43 example, 374

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436 Index n P

performance objectives predator-prey simulation cooking and food safety conceptual model validation simulation example, 351 and, 220 stock market serious game discrete vs. continuous systems, example, 374–375 103–105 period, defi ned, 136 extreme conditions and, 223 perspective transformations, 190 microsimulation and, 328–329 Peter, Laurence J., 393 predictive validation, 223 PFDs (Process Flow Diagrams), Premiere (by Adobe), 194 360–361, 363 premises physical random number cooking and food safety generator (QUANTIS), 134 simulation example, 350 of games, design and, 237–238 physics software, 268, 269, of stock market serious game 293, 295 example, 373 pixels, 182 preparation phase “Play, Game, World: Anatomy of in game design, 239 a videogame” (2007), 72 in simulation, 351 PlayGen (company), 22 pre-programming phase in playtesting game design, 240–241 basics of, 225–226, 387–389 presence, Second Life and, 295 importance of, 391 presenters for phase in game design, 241 walkthroughs, 214 stock market game, 387–389 test administrator (TA) in, 388 pretest-posttest control group Pohl, Michael, 245 design, 226 point and click game creation, price graphs (stock market 269, 283 game), 385, 387 point of view, avatars and, 293 prices of stocks (stock market polygonalization, defi ned, 189 game), 377 polygons, use of in games, 189 prims (Second Life), 295 Portal 2 (game), 14–16, 400 priority queues (hospital postmortems emergency department cooking and food safety example), 306, 316–317, simulation example, 368 321–322, 323–324 format for, 389 probability in game design, 241 basics of, 123–125, 141 stock market serious game calculations, 126–128 example, 389–390 odds, 125–126

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Index n P–Q 437

probability density function Q (probability function), 154 QUANTIS physical random Process Flow Diagrams (PFDs), number generator, 134 360–361, 363 quantum random numbers, processes 133–134 defi ned, 41 queue operators or actions (fl owcharts), 79 (hospital emergency program structure department example), 315, cooking and food safety 316, 318 simulation example, 358 queues importance of, 358 basic description of, 151, stock market game, 380–381 160, 172 programming fundamentals, implementing in simulations, 75–94 160–161 algorithm design, 83–84 jumping (ambulance arrivals), algorithms basics, 76, 77 308–309 fl owchart for telephone system, multiple stage queuing 80–83 systems. See hospital fl owchart symbols, 81 emergency department fl owcharts basics, 77–80 example modules, 84–88 priority queues, 316–317, parameters, 89–92 321–322, 323–324 programming phase tandem queues, 307–308, 317, cooking and food safety 322–323 simulation example, 367–368 queuing models, defi ned, 103 in game design, 241 queuing systems, programs errors in, 206–207 145–174 arrival process. See arrivals identifying problems, 208 (single server queue simulations and, 84 example) properties of passengers basics of, 146–147 (boarding passenger airliner construction of model. See example), 331, 332 model creation proteins, FoldIt and, 25–26 (single server queuing pseudocode in single server systems) queue example, 165 vs. loading systems, 330 pseudorandom numbers M/M/1 queuing systems, basics of, 134–137 defi ned, 146–147 Von Neumann and, 45 queues, 160–161

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438 Index n Q–R

servers, 161–162 probability basics, 123–125 simulations. See single server probability calculations, 126–128 queue examples rapid instructional design single server queuing systems, model, 251 defi ned, 146 raster graphics, defi ned, 182, 183 system output, 170–171 RCT (randomized controlled trials), 227 Real Lives (educational R simulation), 19–22, 252, 258 radioactive decay, generating real systems, 111–112 random numbers and, 134 reality RAND Corporation, 132, 152 randomness and, 137–138 RAND() function (Excel), reality problem, games vs. 277, 279 simulations and, 62–64 random values sense of realism and advanced pseudorandom simulations, 140–141 generators, 136–137 vs. simulations, 137–138 HotBits service, 134 records in simulations, 163 need for, 132–133 references pseudorandom numbers, boarding passenger airliner 134–137 example, 348 randomnumbers.info, 134 designing simulations, 118 random.org, 133–134 games and simulations true random numbers, 133–134 overview chapters, 32–33, 51, randomized controlled trials 72–73 (RCT), 227 hospital emergency department randomness, 119–144 example, 324–325 basics of, 142 learning, simulations and games defi ning, 128–129 for, 262–263 importance of, 119–120 overview of book, 396 meaning of, 120–122 randomness, 142–143 measuring, 129–132 simulation tools, 298–299 reality and, 137–138, 142 single service queuing systems, reality and intelligence, 173–174 simulating. See reality V&V, 230–231 reality vs. simulations, 137–138 visualization, 203 sense of realism and, 140–141 refi nements, fi ve phases of, randomness in games 109–111 basics of, 122–123 reneging odds, 125–126 defi ned, 150

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Index n R–S 439

hospital emergency department S example, 304, 305–306, SAGSET (The Society for the 311–312, 321 Advancement of Games and implementing (hospital Simulations in Education and emergency department Training), 57 example), 315–316 Salen, Katie, 61 research and preparation sampled sound, 198 cooking and food safety Sawyer, Ben, 48 simulation example, 351 stock market serious game Schrage, Michael, 234 example, 375–377 scores (fi nal) in stock market research phase in game design, game, 386 239, 258 screens, base, for stock market resources game, 381–382 cooking and food safety scribes for simulation example, 369–370 walkthroughs, 214 designing simulations, 118 SDKs (Software Development games and simulations Kits) overview chapters, 31, basics of, 282–283 50–51, 71 ExtendSim, 291–293 programming fundamentals, 94 GameMaker, 283–284 randomness, 143–144 OpenModelica, 284–287 stock market serious game passenger loading example, 391 and, 335 visualization, 201–203 Second Life, 293–295 role-playing Simio, 289–291 educational simulation and, VisSim, 287–289 55–56 seat index, defi ned, 336 in games, 21 seat interference (boarding as instructional strategy, 378 passenger airliner example), live action and, 70 344–345 roulette wheels, 132 Second Life, 296, 400 Royal Game of Ur, 42, 43 Second Life online community, rules 293–295 analog vs. digital simulations seed numbers, 135 and, 68, 70 Seinfeld, Jerry, 301 for verifi cation and validation, select item in/out operators 212, 213–215, 218, 227–228 (hospital emergency Rules of Play, 61 department example), 315 runs tests, 131–132 selling shares short, 376, 382

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440 Index n S

Senet (Egyptian game), 42, 43 simulation tools, 267–299 sensitivity analysis (for game making software. See validation), 222 software for game making sequencing set (SQS) overview, 267–268 basics of, 164 SDKs. See SDKs (Software defi ned, 99 Development Kits) queuing system example spreadsheet games and simulation, 168 simulations. See spreadsheet serious games. See also stock games and simulations market (serious game tool selection, 295–296 example) simulations basics of, 48–49 accuracy/inaccuracy of, 97–98 defi ned, 23, 195 basics of, 4, 31, 71 design of, 256–260 Booze Cruise, 28–30 servers (of customers) computer programs and, 84 computer simulations. See server simulation, 161–162 computer simulations single server queue example, design teams, diversity and 151, 172 complexity of, 393–394 Service Rig Training Program designing. See designing (educational simulation), simulations 16–19, 252, 400 for education. See educational service times simulations defi ned, 149 vs. games, 60–61, 64–65 mean service times, 151 games and, 14, 31 Set operators (hospital gamifi ed simulation design emergency department process, 242–243 example), 315 GRI VROV Simulator, 9–12, 401 Shaw, Mildred, 37 history of before computers, short form games, 44–45 defi ned, 30 importance of defi ning, 36 Shub, Michael, 136 interactive. See interactive Simio (SDK), 289–291, 401 simulations The Sims, 68, 400 learning and. See educational simulations; learning, Simula, 321, 322–323, 401 simulations and games for simulation games mentioned in book, listed, 5 critical characteristics of, 56 397–401 defi ned, 20 Microsimulation of Traffi c Flow. simulation models. See See Microsimulation of operational models Traffi c Flow

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Index n S 441

microsimulations. See software microsimulations for animations, 366 vs. modeling, 39–40 errors in, 206–208 overview, 394–395 programs and applications vs. reality, 137–138 mentioned in book, listed, reasons for creating, 97 397–401 simulation games, defi ned, 20 Software Development Kits, see usefulness of, 31 SDKs (Software Development simulators Kits) shifting of viewpoint and, 11 software for game making, true vs. non-true, 10 268–277 single server queue examples GameMaker, 269–273 arrivals, 168 GreenFoot, 275–277 confi rming data, collecting, Space Battle and, 270–273 210–212 creating with GameMaker, Unreal Development Kit (UDK), 283–284 273–275 departures, 169 solution verifi cation, 217–218 ExtendSim, 292–293 sound main loop, 165–167 basics of, 197–199 next event paradigm, 164 cooking and food safety output and, 180–182 simulation example, 364–367 overview, 163–165 sound editing tools, Websites pending events list, 164 for, 370 pseudocode, 165 sound effects, Websites for, queue, 169 369–370 Simio and, 290–291 Sound Forge (Sony), 199, 401 SQS, 168 Space Battle, building example, single server queuing system 270–273 II. See hospital emergency Spacewar (game), 48 department example spreadsheet games and single server queuing systems. simulations See also model creation (single basics of, 277–278 server queuing systems); Egg Money, 278–280 single server queue examples Stalin’s Dilemma, 280–282 defi ned, 146 spring with hanging weight Society for the Advancement example. See harmonic of Games and Simulations motion simulation example in Education and Training sprite graphics, Websites for (SAGSET), 57 downloading, 369

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442 Index n S

sprites (GameMaker) operational model, 383–386 basics of, 269, 272 original system, 375–376 company logos and (stock overview, 372 market game), 383, 384, 385 performance gap, SQS (sequencing set) identifying, 374 basics of, 164 performance objectives, 374–375 defi ned, 99 postmortem, 389–390 queuing system example research and preparation, 375–377 simulation, 168 task analysis, 373 Stalin’s Dilemma simulation testing, 386–389, 390 example, 280–282, 401 stocks standard deviation (s), 153 buying, 375, 376 standardization of terminology, selling short, 376, 382 38–39 stockbrokers, 375 standards bearers for Stravinsky, Igor, 396 walkthroughs, 214 sub-programs. See modules states Super Mario Kart (game), 12, defi ned, 107 13, 401 fi nite state machines, Sutton-Smith, Brian, 61 341–343 symbols in fl owcharts, 78–79, 87 passenger movement and, 339 system analysis state changes, passengers, 341 passenger airliner example, statistical distributions (single 330–332 service queue example), 154, single server queuing system II, 171, 172 302–305 statistics, computer simulations single server queuing systems, and, 5–6 147–148 Stepmania game engine, system output, queuing system 268, 401 example simulation, 170–171 stock market (serious game system synthesis (hospital example), 371–391 emergency department complexity of, 384 example), 309–314 conceptual model, 381–383 arrival rates, ambulance vs. data, gathering, 377 walk-ins, 313 design phase. See design phase cost of simulation, 309–310 (stock market game) interarrival times, 310–311, discovery phase, 372–375 313–314 objective and premise in, 373 mean service times, 312–313 observable elements, 376 reneging, 311–312

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Index n S–T 443

system synthesis (passenger cooking and food safety airliner example), 332–335 simulation example, 368 system time, defi ned, 322 effectiveness testing, 226–227 systems for event validity, 222 defi ned, 39 for extreme conditions examples of, 115–116 validity, 224 models and, 40 for face validity, 221 original, 111–112 fi nal, in serious game design, 259 games, 224–225 T for historical validity, 223 Taking Stock. See stock market for internal validity, 221 (serious game example) play testing, 225–226 for predictive validity, 223 tandem queues (hospital for sensitivity anlaysis, 222 emergency department stock market game example, example), 307–308, 317, 386–389, 390 322–323 tests task analysis of randomness, 130–131 cooking and food safety runs tests, 131–132 simulation example, 350 Tetris (game), 13, 63, 67, overlap with original 103, 252 systems, 373 text, output as stock market game basics of, 176 example, 373 harmonic motion simulation teams, design and development, example, 177–180 diversity of, 393–394 single server queue example, teleoperation, defi ned, 9 180–182 telephone system, navigating themes of games, design automated (example), 80–83 and, 238 Tennis for Two, 48 Thiagarajan (Thiagi), 56, 66 terminology tic-tac-toe, 45, 47 confusion over, 53–54 time defi nitions, 36 advancement of, 105–107 standardization of, 38–39 importance of, 98 tessellation, defi ned, 189 multiple timelines, 99–101, testing 105–106 back-to-back testing, 212 passage of, basics, 14, 98–101 black box testing, 224 passage of, boarding passenger comparison testing, 212 airliner example, 342–343

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444 Index n T–V

passage of, computer games uniform distribution, 157 and, 50 University of Calgary CPSC 701 passage of, single server class (developer), 28 queuing systems and, 151 University of Washington variables for keeping Departments of Computer track of, 165 Science & Engineering and Time Step button (stock market Biochemistry (developer), 25 game), 382 Unreal Development Kit (UDK), time trial mode (Mario Kart 273–275, 401 game), 13 user interface, VROV tools. See also simulation tools Simulator, 11 availability of, 395 traders in stock market game, 376 V traffi c fl ow simulation examples, V&V. See verifi cation and 7–8, 99–100 validation (V&V) traffi c simulation. See Valens, Richie, 122 Microsimulation of Traffi c validation. See verifi cation and Flow validation (V&V) training simulators (Service Rig validity Training Program), 16–19, analog vs. digital simulations 252, 400 and, 69 Treiber, Dr. Martin, 4 event validity, 221–222 triage (hospital emergency face validity, 221 department example) internal validity, 221 mean service time, 312 values. See also random priorities, 304, 306–307 values triangles, building objects from, theoretical vs. measured, 188–189 211–212 Trollip. S. R., 58, 59 true values, variations from, 210–211 Valve (company), 14 U Van Gogh, Vincent, 349 UDK (Unreal Development Kit), variables, defi ned (computer 273–275, 401 simulations), 41 UNESCO guidelines for verifi cation and validation terminology policies, 38 (V&V), 205–231 Unifi ed Modeling Language basics of, 228–229 (UML), 215 code verifi cation, 213–217

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Index n V–W 445

conceptual model validation, visualization. See also 219–220 animations; graphics; text, confi rming data, collecting for, output as 209–213 selecting output type, 200 debugging and, 216–217 Von Neumann, John, 45 errors in software and, 206 VROV (Virtual Remotely event validity, 221–222 Operated Vehicle) Simulator, extreme conditions, 223–224 9–12, 401 face validity, 221 Vygotsky, L. S., 53 fi nding problems, 208–209 of games, 224–227 historical validation, 222–223 W hospital emergency department waiting in line. See queuing example, 320–323 importance of, 227 systems internal validity, 221 walk-in arrival rates (hospital passenger airliner example, emergency department 346–347 example), 308, 313 predictive validation, 223 walkthroughs, for V&V, rules for, 212, 213–215, 218 213–215 sensitivity analysis, 222 WavePad (NCH Software), 199 solution verifi cation, 217–218 waypoints true values, variations from, defi ned, 338 210–211 waypoint navigation (boarding validation basics, 205, 207, 219 passenger airliner example), verifi cation basics, 205, 207, 213 339–340, 347–348 versus (VS) mode (Mario Kart Websites for downloading game), 13 Booze Cruise, 28 video games FloodSim, 23 basics of, 47–48 FoldIt, 25 categories of, 47 GameMaker, 270 VideoMach, 194, 366, 401 GRI VROV Simulator, 9 virtual reality (VR) Microsimulation of 3D video games and, 195–197 Traffi c Flow, 4 basics of, 9 OpenModelica (SDK), 284 Second Life and, 293 programs for accessing random VisSim tool (SDK), numbers, 134 287–289, 401 Real Lives, 19 Visual Solutions Service Rig Training Incorporated, 287 Program, 17

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446 Index n W–Z

sound editing tools, 370 Mario Kart (game), 12 sound effects, 369–370 postmortems, 389 sprite graphics, 369 randomnumbers.info, 134 Valve, 14 random.org, 133–134 WELL, 137 Second Life, 295 Websites for further VisSim, 287 information. See also resources WELL (Well Equidistributed animation tools, 370 Long-period Linear), 136–137 defi nition of games, 72 World class (GreenFoot), 336 GreenFoot, 275 wormholes, 15 historical data for stock trading, 377 HotBits service, 134 Z Java clients, 134 Z-buffer algorithm, 191 LiveCharts, 377 Zimmerman, Eric, 61

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