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The best way to make the case for the importance of game-based modeling is that it has already been successfully put to use.

Products such as SimHealth or Virtual U were developed through the cooperation of commercial computer game developers and public policy groups. Private businesses as well are looking increasingly at game-based simulations for effective training methods. And it is the philosophy of game developers that no matter how simple or complex the underlying model or simulation is, it needs to strive for suspension-of-disbelief, be holistic, balanced, and packaged in an accessible interface. This makes game-based simulation a user-friendly training and educational option.

As computers have become more powerful, developers have pursued with even more fervor the "suspension of disbelief" principle in which a game world is so believably presented that players become totally immersed in it. Furthermore, the market goals of game developers is to sell their games to as wide an audience as possible.These are not necessarily the key principles that vigorously guide models produced outside of the commercial entertainment industry.

This difference is an important one because when models and simulations create closed-loop systems and are made easily accessible, the result is more discussion, more feedback, and potentially more significant impact. Additionally, game developers with unique approaches and perspectives can potentially improve the accuracy of models - especially ones based more on empirical methods vs. data-driven models.

Ease-of-use is particularly important if a model is being used to simulate or forecast derivative issues and fallout. For example, a model that allows people to simulate decisions made in an economic climate that has resulted from a steep climb in energy prices might be created so one can examine the reactions and strategies of different managers or constituencies. If that model is difficult to use or is poorly presented, the ability to conduct further derivative simulations and surveys with it is hampered.

As an overriding principle, however, game designers and developers are especially familiar with these types of constraints and the need to satisfy a specific audience or audiences.

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