“…Simulations share many aspects with games, but attempt to simplify dynamic systems that exist in the real world with a much greater degree of veracity (McCall, 2012, 2016). While scholars continue to disagree about the exact definition of what constitutes a game, simulation, play, or the ludic, most agree that games and simulations are more than just amusing pastimes (Caillois, 1961; Corbeil, 1999; Huizinga, 1970; McCall, 2016; O’Neil, Wainess, & Baker, 2005; Rockwell, 2002; Vowinckel, 2009). Since at least the end of the nineteenth century, toy manufacturers, educators, and doctors have recognized the significant value of games as forms of instruction (Hutchinson, 1908; McLoughlin Brothers, 1897; “Toys of War Wanted,” 1899).…”