Simulation versus Representation
by Gonzalo Frasca


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Simulation versus representation


As I previously said, simulation and representation are two ways of dealing with reality. Until now, both have coexisted in our culture, but representation, along with narrative, have been dominant, mainly because complex simulations require a level of technical sophistication that is impossible without a computer. Nevertheless, there are plenty of excellent examples of non-computer based simulations, such as mechanical automatae, dolls, war games, or even texts such as Cortazar’s Hopscotch or the I-Ching. A doll that says “I’m hungry” when you press her tummy is a simulation, but a fairly simple one. A Tamagotchi that needs to eat, sleep, play and be cured, is based on the sample principles, but it is far more complex.

You probably noticed that I have been using the terms "simulation" and "videogame" almost as equivalents (a similar thing has happened between "representation" and "narrative", even if I stated that narrative is a way to structure representation). Actually, there are important differences among them that I have omited for the sake of clarity, but will be described on my next article on the series. Please also notice that the definition that I previously gave of "simulation" is provisory and actually too long: a more sophisticated one will be provided in a next article on "simulation and interpretation". In addition to this, I want to stress the fact that the study of simulation as an alternative to representation is still under construction. This is why I encourage readers to email me with comments and critiques.

We are living in exciting times. For the first time in our history, we have the tools for pushing simulation into new frontiers. Simulation can now be used to model systems that were before way too complex to deal with. We now have a powerful alternative to representation and narrative to explain and understand our world. And simulation does not necessarily have to be a tool for education, but also for art and entertainment (as it happens with videogames). Unlike narrative, simulation offers a first hand experience of a dynamic system (and if the term "dynamic system" doesnt' sound very excn you, you can replace it with "family", "society", "person" or whatever is that you would like to simulate). Simulation is a great tool for understanding rules and relationships among them. Certainly, representation has its own strengths and it would be very naïve to believe that simulation will replace it. The main problem is that representation is such a powerful ideology and is so ubiquitous in our culture that is hard to make the difference between it and simulation. In this particular article, I simply wanted to introduce some of these differences, but I do not consider the question to be settled. In future articles, I will go further into this thread, exploring such issues as the rhetorical particularities of representation and simulation; the need for an expanded semiotic model to understand simulation interpretation; the differences between representation and modeling; the relationship between play, games and simulations.


It is important to notice that this article is not printed in paper. The simulated examples that I crafted in Flash are, in my opinion, essential to illustrate the characteristics of simulations but would not have been possible on paper and ink images. My main goal as a researcher is to better understand (and explain) the potential of simulation as a communicational tool, particularly for designing videogames. Videogames are now a major medium, but I do not think that they will reach their full potential if we do not first understand the characteristics of simulation.


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