A Comparative Political Analysis Model for Government Simulation Videogames. Case Study of 'Frostpunk', 'Tropico Iv' and 'Civilization V'
DOI:
https://doi.org/10.33732/ixc/11/02UnmodeKeywords:
Videogames, Government Simulator, Analytical Models, Civilization, Tropico, FrostpunkAbstract
In this paper we present a large-scale comparative analysis model for videogames in which the player manages the development of a political community, which we will call «government simulators». The model, built upon political-science literature and other analytical models for videogames, uses a set of operationalized variables to synthesize the components of the political system represented in games, as well as the structure of objectives and other elements that guide the player’s action, to finally compare them with a set of independent variables. The model will be tested by applying it to three famous government simulators that have received notable academic attention (Civilization V, Tropico IV and Frostpunk), to finally discuss its advantages and limitations.
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Ludografía
Democracy 3, 2013. [Videojuego] (PC) Positech Games, Positech Games.
Frostpunk, 2018. [Videojuego] (PC) 11 bit studios, 11 bit studios.
Sid Meier's Civilization: Beyond Earth, 2014. [Videojuego] (PC) Firaxis Games, 2K Games.
Sid Meier’s Civilization V, 2010. [Videojuego] (PC) Firaxis Games, 2K Games.
Sim City, 1989. [Videojuego] (PC). Maxis, Maxis.
Tropico IV, 2011. [Videojuego] (PC) Haemimont Games, Kalypso Media.
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