Age of Computer Games
The Information Age can be viewed as the age of Computer Games with a game viewed as an interaction between a set of players according to a given set of rules with the purpose of winning the game according to a certain measure, and a computer game a game supported by computers, which may also act as players.
The interaction between the players of a game results from cause-effect feed-back, where the action of one player at a given moment in time is followed by a reaction of another player. This is the ping-pong feed-back of table-tennis or tennis, with two players alternating to hit the ball (followed by alternating head-twists left-right by the spectators).
Games have shown to attract the minds of many people and young people in particular, by a combination of feed-back and competition, which keeps the interest so effectively that addiction is a real danger.
Educational Games by Interactive Simulation:
Today, computer games open new possibilities in learning by contributing the most essential aspect in all learning: feed-back. Learning is basically trial-and-error and trial-and-error involves feed-back. In the traditional school system with one teacher serving many students, this is a very limited resource which degrades the efficiency.
Interactive simulation allows the user to give input upon output from the simulation, that is to give and receive feed-back, and thus opens to formation of a large variety of new educational games increasing learning efficiency.
MST teaches interactive simulation and thus can be described as
- a computer game with the objective of learning the art of constructing computer games.
In particular MST teaches:
- the art of constructing computer games with realistic physics.
with realistic physics including:
- 3D fluid-structure interaction
- fluid: turbulent, air, water,
- complex structure: elastic, plastic, viscous, contact
- electromagnetics, gravitation,…,
You find more aspects as
as sports games: