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  1. page Simulation Civilization edited By: Thomas Alexander and Marc Flores Materials PC, Computer Civilization V or any Civilization…
    By: Thomas Alexander and Marc Flores
    PC, Computer
    Civilization V or any Civilization game from the Sid Meier series
    Or any other simulation board/video game
    The Sid Meier Civilization games have long been a staple of the simulation video game genre. For this activity, in particular, the video game Civilization V will act as the standard. It is important to note however that any Sid Meier game will do. In fact, many of the benefits from the Civilization game are directly applicable to other simulation games like Settlers of Catan (Thomas, 2006). Civilization V is a game where players are allowed to take the role of a historical figure, or in some cases a completely new character. The purpose of this geek activity is to introduce the client to a simulation game where their decisions play a direct role in the success or downfall of their civilization.
    The difference between Civilization V and other simulators like the Sims is that the player in the Civilization games is usually in control of their own country and people, therefore having more responsibility. In the past studies have shown that playing simulation games like civilization V has helped improve learning in teenagers and other young adults (Moshirnia & Israel, 2010). The same study theorized that through a simulation game, players were allowed to truly try new things out, without having any real consequences. Any mistakes or failures were virtual and ultimately did not have any lasting effect on the player. Another study has found that the complexity and gaming system of simulation games, allowed players to think critically and rationally to make the best decision (Patton, 2012). This is directly applicable to therapy in that the video game can be used as a tool to introduce teaching and learning.
    To use Civilization V in geek therapy, you’ll need a computer and a version of Sid Meier’s civilization game.
    Target Population
    Individuals ages 15 – 35
    Expected Results and Troubleshooting:
    Clients will have the experience of practicing social skills and frustration tolerance. The game inherently confronts the player with a need to work with others diplomatically, and at times make the decision to retaliate militarily when attacked or challenged. The therapist then has the opportunity to procedurally consider consequences to the client's actions, and help practice patience in decision making. Problems may occur if the client has a low frustration tolerance or is unable to use foresight and strategy in making decisions. All the more reason for the therapist to work through these issues during gameplay as an allegory for real like conflicts or challenges.
    Related Works:
    Moshirnia, A., & Israel, M. (2010). The educational efficacy of distinct information delivery systems in modified video games. Journal of Interactive Learning Research, 21(3), 383-405. Retrieved from
    Patton, R. M. (2012). Games as artistic medium: Interfacing complexity theory in game-based art pedagogy Available from PsycINFO. (1081624245; 2012-99151-100). Retrieved from
    Sharritt, M. J., & Suthers, D. D. (2013). Levels of failure and learning in games. In R. E. Ferdig (Ed.), Design, utilization, and analysis of simulations and game-based educational worlds. (pp. 262-278) Information Science Reference/IGI Global, Hershey, PA. doi:
    Thomas, S. (2006). Pervasive learning games: Explorations of hybrid educational gamescapes. Simulation & Gaming, 37(1), 41-55. Retrieved from

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