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Editorial: Simulacra And Simulacrap

The idea of simulation – the closest approximation of reality in digital form – really suits certain genres. Racing a car, for example, where the player’s possible interactions are limited to a couple of pedals, a gearstick and wheel, can be modelled closely. So too can flying an aeroplane, where the number of possible inputs via a keyboard resembles the bewildering number of switches at the disposal of a pilot. But the vicissitudes of human behaviour have yet to be captured.

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