Epistemic Games. The Construction of the Validity of Computer Simulations through Simulation Games

Project: Research

Project participants

Description

In our contemporary society, more and more political, economical and scientific decisions are based on findings derived from Computer Simulations, even if they sometimes cannot be empirically tested. Why do we believe in their validity? Why is the assumption prevailing that formal simulation models can be adequate representations of complex natural and social phenomena? The research project will trace back the historical establishment of „believe“ in Computer-Simulations – and it will do so with a unique twist.
Starting point is the thesis that the common believe in Computer Simulations is not only a product of scientific discourse, but also the result of a popularization of the very concept of Computer Simulations in popular media. The underlying assumption is that science does not exist in an isolated sphere, but is dependent on background assumptions within society. Gargantuan simulation projects like Future ICT or the Human Brain Project would never have been considered for funding by political institutions if there wouldn’t pre-exist a general believe in the possibility of their realization – not only among experts, but also within the public to which funding decisions have to be justified. For this reason popular science publications and also popularizations of Computer Simulations in the form of games are relevant.
The focus of this project will be on the role simulation games played in popularizing Computer Simulations and establishing the believe in their adequacy and validity. In the mid-1980s and early 1990s, games like Balance of the Planet, SimCity, SimEarth, SimLife, Creature or Capitalism were based on specific theoretical models of life, evolution, the mind, economics, urban development – and promoted as being realistic, authentic and scientific. Often, they were based on simulation programs that were already in use to illustrate the validity of theories (SimEarth e.g. is based on J. Lovelock’s Daisyworld model, while SimLife is inspired by R. Dawkin’s Darwinian Blind-Watchmaker program). It can be argued that simulation games do not only popularize the specific models they incorporate, but also their underlying assumptions – and therefore the very concept of the adequateness and validity of simulation models.
The interrelations between scientific discourses, actual scientific simulation programs and popular simulation games shall be investigated in order to shed light on the question how the validity of Computer Simulations became socially constructed. The project will focus on selected case studies to allow for in-depth analysis on how specific simulation models (as tools to explore a theory and as arguments to prove it) became translated into game models. The investigation of this translation processes will carve out the commonalities as well as the differences between scientific simulations and simulation games.
StatusFinished
Period01.05.1330.04.17

Research outputs

  • Portal als Experimentalsystem

    Research output: Contributions to collected editions/worksContributions to collected editions/anthologiesResearch

Recently viewed

Publications

  1. Should learners use their hands for learning? Results from an eye-tracking study
  2. Is sensitivity for the complexity of mathematics teaching measurable?
  3. Introduction Mobile Digital Practices. Situating People, Things, and Data
  4. Visualization of the Plasma Frequency by means of a Particle Simulation using a Normalized Periodic Model
  5. Computational modeling of amorphous polymers
  6. Early Detection of Faillure in Conveyor Chain Systems by Wireless Sensor Node
  7. Formative Perspectives on the Relation Between CSR Communication and CSR Practices
  8. TARGET SETTING FOR OPERATIONAL PERFORMANCE IMPROVEMENTS - STUDY CASE -
  9. From Knowledge to Application
  10. Neural correlates of the enactment effect in the brain
  11. Machine Learning and Knowledge Discovery in Databases
  12. Competing Vegetation Structure Indices for Estimating Spatial Constrains in Carabid Abundance Patterns in Chinese Grasslands Reveal Complex Scale and Habitat Patterns
  13. Spaces for challenging experiences, indeterminacy, and experimentation
  14. Mapping Khulan habitats - a GIS based approach.
  15. Commitment to grand challenges in fluid forms of organizing
  16. Soft Optimal Computing Methods to Identify Surface Roughness in Manufacturing Using a Monotonic Regressor
  17. A Review of the Application of Machine Learning and Data Mining Approaches in Continuum Materials Mechanics
  18. Determination of 10 particle-associated multiclass polar and semi-polar pesticides from small streams using accelerated solvent extraction
  19. Training effects of two different unstable shoe constructions on postural control in static and dynamic testing situations
  20. Intraspecific trait variation patterns along a precipitation gradient in Mongolian rangelands
  21. Artificial Intelligence in Foreign Language Learning and Teaching
  22. Unraveling Privacy Concerns in Complex Data Ecosystems with Architectural Thinking
  23. A survey of empirical studies using transaction level data on exports and imports
  24. Governing Objects from a Distance
  25. An Outcome-Oriented, Social-Ecological Framework for Assessing Protected Area Effectiveness
  26. Aspect-oriented software development
  27. Web-Based Drills in Maths Using a Computer Algebra System
  28. Effectiveness of a Web-Based Cognitive Behavioural Intervention for Subthreshold Depression
  29. Machine Learning and Data Mining for Sports Analytics