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Myers / SIMULATION
& GAMING
AS PLAY
/ June 1999
Simulation as Play:
A Semiotic Analysis
David Myers
Loyola University
This article discusses the distinction between algorithmic and experiential simulations from a
semiotic perspective. Parallels are drawn between theories and definitions of play, and theories
and definitions of simulations. Conclusions concern the degree to which defining simulations as
a form of representational play might more clearly explicate the value and function of educa-
tional simulations.
Some time ago, Simulation & Gaming (September 1991) offered a debate
on human component modeling for computerized business simulations. One
of the main issues raised during that debate was whether simulation algo-
rithms or simulation experiences should be uppermost in the minds and plans
of game designers. Arguing for the former, Thavikulwat (1991a, 1991b)
agreed that “incidental aspects of reality should be omitted, and simplicity is
preferred” (1991a, p. 350) yet championed the validity of algorithmic struc-
tures within simulations. Representing a more interpretative stance, Wolfe
(1991) maintained that “a game’s theoretical algorithmic validity might
divert the attention of game creators from the [more important] holistic
aspects of the experiential situation” (p. 360). This experiential situation is
characterized not by the game itself but by “how players cognitively and
emotionally interact” (p. 362).
More recently in Simulation & Gaming (March 1996), this same topic
guides a discussion between Klabbers (1996a, 1996b) and Law-Yone (1996).
In a detailed analysis of simulation game components, Klabbers argued for
“free-form” (but not formless) gaming within “autopoietic systems” in which
algorithmic validity is of less concern than recursive algorithmic construc-
tion. Law-Yone, on the other hand, expressed dismay over the tautological
implications of such a learning environment. His conclusion, in contrast to
that of Klabbers, was that simulation algorithms (e.g., game rules) are more
properly imposed by game designer than game player.
SIMULATION & GAMING, Vol. 30 No. 2, June 1999 147-162
© 1999 Sage Publications, Inc.
147
This article further explores the ontological issues underlying this debate.
Are simulations fundamentally unique learning tools emphasizing experien-
tial processes? Or are simulations properly categorized as variations on exist-
ing learning techniques emphasizing algorithmic validities? The focus of this
article will be on how these two different perspectives on the value and mean-
ing of simulations can be understood within the theoretical domain of semiot-
ics and how these two contrasting perspectives within the literature on educa-
tional simulations are duplicated within existing literature on human (and
other species) play. Final comments concern how to distinguish algorithmic
and experiential simulations within a model of representational play.1
The concept of plasticity has a long history in the field of psychology. . . . Plas-
ticity is accepted as a genetic process, and is defined as “production by a single
genome of a diversity of potentially adaptive responses, whose timing, struc-
tural relations, and environmental sensitivity are subject to natural selection.”
(West-Eberhard, 1989, as cited in West, King, & Freeburg, 1994, p. 238)
Natural selection is viewed instead the way Dobzhansky, Lewontin, and Levins
view it. Its most challenging task is to produce a range of life-cycle traits that
allow populations, or perhaps species and lineages, to respond to changing
environments. Adaptability, in this view, is itself a paradigmatic adaptation. So
construed, adaptability depends on maintaining a great deal of variation in
populations. (Depew & Weber, 1995, p. 484)
Simulation as Representation
The deep issue for the student of cognition is how the meaning seeker proceeds
in getting to a final formulation. . . . I am not going literary or anti-science.
These are the things we see when we observe how people construct their mean-
ings in the world . . . —probably all have biological roots in the genome.
(Bruner, 1997, p. 287)
Simulation as Play
however, it is the game rules themselves that are altered, requiring the player
to rewrite those rules and, in effect, redesign the game during play.
Simulations of human interaction, including pencil-and-paper fantasy
role-playing games (see Myers, 1992a) and the extremely popular card game
MAGIC: THE GATHERING, are common, noncomputerized (and noncom-
puterizable in their original forms) examples of this design structure. None
allows a definitive game end, and, for this reason, none is too concerned with
a definitive set of game rules, preferring to present rules and rules addenda as
endless encyclopedic lists rather than to detail them in some more objective-
ly verifiable (and compact) algorithmic format.
In this instance, again, the appeal of the entertainment simulation is not
determined by content alone but rather by those rules and design structures
that allow content to be transformed during play.
These two important distinctions between educational and entertainment
simulations would seem to indicate—as might be expected—that entertain-
ment simulations are more appropriately classified as experiential than algo-
rithmic simulations. However, this is not universally the case. The problem of
content remains in entertainment settings, and much the same debate
between designers of algorithmic and experiential simulations takes place
among the designers and players of computer simulations—particularly war
games. In this context, battle lines are drawn between those who prioritize the
entertainment value of a game over its verisimilitude and those “grognards”
who take a more strongly realist position and argue that war-game simula-
tions should reproduce the mechanics of history as closely as possible.
To me, and most die-hard veteran grognards, a game like Panzer General is not
a wargame, it’s a strategy game with the emphasis on game. A wargame to us is
a complex military simulation that takes into account dozens of different fac-
tors with serious historical limitations as to what the gamer can and can’t do.
(CompuServe Gamers Forum, 1995)
Here, though, importantly, the issue is not precisely that between formal
algorithm and free-form experience but rather between the mechanics of his-
tory and the mechanics of fun—or, in the vernacular, between the grognard
and the beer-and-pretzels guy. Certainly, the fun aspect of experiential simu-
lations is not ignored within more scholarly debates; free-form (experiential)
games are, as Law-Yone (1996) notes, “especially strong in the ‘feeling good’
criterion of game evaluation” (p. 95). However, the debate presented in Simu-
lation & Gaming has most often assumed—on both sides—that the degree to
which players benefit from educational simulations is the degree to which
those simulations go “beyond their entertainment roles [and] relate in some
way to reality” (Law-Yone, 1996, p. 95).
Left unanswered is the degree to which the process of having fun—of
playing—represents reality and within what theoretical context that playful
reality might be most beneficially explained and understood. Why, for in-
stance, is playing games fun? Why is it that the human species finds pleasure
in play, pretense, and simulation? And why are these questions—surely fun-
damental to an understanding of the biological origins and functions of
play—of such little concern within discussions of experiential and algo-
rithmic simulations that define simulation value in terms of “reasoned action
in the context of the real world” (Law-Yone, 1996, p. 96)?
Conclusion
Pondering the questions above poses, once again, the problem of content.
We know, we believe, what algorithmic simulations are about: They are about
the algorithms they contain. But what are experiential simulations about? It
has not been enough to say that they are about the experiences they contain
and leave it at that.5 What, exactly, do we learn from experiential simulations?
What, exactly, do they represent? What part are they, exactly, of the real
world—not the world they create, but the world of their origin?
Experiential simulations make obvious the difference between algo-
rithmic and experiential simulations—and, ultimately, the difference
between a representation and what it represents. Experiential simulations
teach us that some representational designs convey conventional representa-
tional content and some do not; thus, we learn by examining experiential
simulations that there are common features of representational designs that
convey no conventional content. Sometimes, we call these features autopoie-
tic and/or tautological. Sometimes, we call these features paradoxical. Para-
doxical representational designs are very common, very natural, very engag-
ing, and very empty. They are simultaneously novel and repetitive. Their
design is very much like the design of play.
If the representational designs we call educational simulations are truly
different from the representational designs we call classroom lectures—if
they represent some different thing rather than merely representing some-
thing differently—then, ironically, it would appear counterproductive to pro-
mote verisimilitude as the value of these simulations. Simulation as play
forces an awareness of the representational process—semiosis—and how
dependent our epistemologies are on the biological mechanics of representa-
tionalism. In representing conventional representations, simulation leads us
to question those representations and, ultimately, assign reality elsewhere.
Simulation may be truly valuable and unique only insofar as it is about the
otherwise hidden reality of the semiotic process.
Notes
1. It should be acknowledged that the approach taken here begs the question of whether
simulations are significantly different from more traditional educational activities—a belief
widely held by most simulation practitioners but still somewhat controversial within the litera-
ture. Certainly, the benefits of simulations as learning tools have yet to be defined clearly in
empirical terms (Randel, Morris, Wetzel, & Whitehill, 1992; Wolfe & Roberts, 1993). Most
commonly, simulation proponents describe these benefits in terms of the two categories
above—as either related to improvements in learning traditional topics of academic study
(Wolfe, 1997) or qualitative differences in the learning experience itself.
2. This apparent oddity of dysfunctional animal play is so striking that some play theo-
rists—for example, Bolwig (1963), cited in Fagen (1984)—advance a “surplus energy” model in
which the major benefit of play is, in fact, the depletion of an organism’s unused time and energy.
3. Smolensky (1988), for instance, champions the use of parallel distributed processing
(PDP) models as bridging the gap between neural information processing and symbolic infor-
mation processing by supplying a “subsymbolic” interface.
4. The Chinese room problem is as follows: There is a man trapped inside a room. He knows
no Chinese. He receives Chinese symbols through a hole in the wall of this room, and—after
consulting some vast tome of abstract rules for manipulating the strange (to him) symbols—the
man returns symbols through the same hole in the wall. The symbols the man returns through the
hole in the wall are interpreted by outside-the-room fluent speakers of Chinese as intelligible
responses to the original input symbols. Yet, Searle maintains that the man inside the room need
know no Chinese—nor would a computer that would similarly accept input consult abstract
rules for the manipulation of that input and return meaningless (to it) symbols as output. This
output, in other words, does not have the same content for the man/computer inside the room as it
does for the outside-the-room speakers of Chinese.
5. Crookall, Oxford, and Saunders (1987), for instance, define the game-like “simulation”
experience as a “reality defining process” (p. 170) and therein distinguish it from a more repre-
sentational “simulator” experience that models (rather than defines) reality. However, distin-
guishing between these two experiences on the basis of one defining and one representing the
same “reality” has proved problematic—as the continuing debate (particularly Law-Yone, 1996)
demonstrates. The argument here retains the representational qualities of both experiences and
distinguishes between them most fundamentally on the basis of their content, not their function.
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David Myers is an associate professor and director of graduate studies in the Department of
Communications at Loyola University in New Orleans. His principal research interests are cog-
nitive play and novelty/randomness in human behavior. Recent publications are Playing Against
the Self: Representation and Evolution in Play and Culture Studies, Vol. 1: Diversions and Diver-
gences in Fields of Play (Greenwich, 1998) and Play and Paradox: How to Build a Semiotic
Machine in Semiotica (Walter de Gruyter, 1999).
ADDRESS: David Myers, Graduate Studies, Loyola University, 6363 St. Charles Avenue, New
Orleans, LA 70118-6195, USA; telephone 504-865-3296; fax 504- 865-2666;
e-mail dmyers@loyno.edu; internet http://www.loyno.edu/~dmyers/Nresearch_
and_personal.html