Usually there are no strictly defined goals in the game, and the player is allowed to control a character or environment freely.
[3] Comparisons of the merits of simulation games versus other teaching techniques have been carried out by many researchers and a number of comprehensive reviews have been published.
A number of game series feature the names and characteristics of real teams and players, and are updated continuously to reflect real-world changes.
Because Simulation games make learning a matter of direct experience, they may relieve the tedium associated with more conventional modes of instruction, as they demand increased participation rather than merely reading about or discussing concepts and ideas (like discrimination, culture, stratification, and norms).
[15][needs update] Simulation games can provide increased insights into how the world is seen, like the moral and intellectual idiosyncrasies of others.
They may also increase empathy for others and help develop awareness of personal and interpersonal values by allowing players to see moral and ethical implications of the choices they make.
[15][needs update] Many games are designed to change and develop specific skills of decision making, problem solving and critical thinking (such as those involved in survey sampling, perception and communication).
Richard and David Darling of Codemasters were inspired by Concertmaster's best-selling games, which were based on real sports such as football and BMX racing, which had a pre-existing popularity.
[23] The introduction of the city-building simulation subgenre is closely associated with the 1989 release of SimCity by developer Will Wright.