Abstract
An overall view of the development of gaming and simulation is presented. This includes a consideration of some observations on what had been predicted and what happened, as well as some predictions concerning the future. Stress is given to prediction based on what is technically feasible and prediction based on the sociopolitical environment. It is suggested that “to plan” is an irregular verb with four tenses: the past imperfect, the present unclear, the future perfect, and finally, the future probable.
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