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{{short description|Video game genre}}
[[Image:Transport tycoon.jpg|thumb|right|Typical view from ''[[Transport Tycoon]]''.]]
{{about|the video game genre||Business simulation (disambiguation)}}
[[File:Openttd interface.png|thumb|upright=1.35|''[[OpenTTD]]'' (2004) is a business simulation game in which the player tries to earn money by transporting passengers and freight via road, rail, water and air.]]
{{Simulation VG}}
'''Business simulation games''',<ref name="capitalism2review">[https://web.archive.org/web/20020607112125/http://pc.ign.com/articles/167/167372p1.html Review – IGN: Trevor Chan's Capitalism II]</ref><ref name="Rollings">{{cite book|last=Rollings|first=Andrew|author2=Ernest Adams|title=Andrew Rollings and Ernest Adams on Game Design|publisher=New Riders Publishing|year=2003|pages=417–441|url=http://safari.adobepress.com/1592730019/ch14|isbn=1-59273-001-9|access-date=2008-05-23|archive-date=2008-09-15|archive-url=https://web.archive.org/web/20080915150839/http://safari.adobepress.com/1592730019/ch14|url-status=dead}}</ref> also known as '''tycoon games''' or '''economic simulation games''',<ref name="airbucks">[https://web.archive.org/web/20040428124104/http://pc.ign.com/objects/573/573181.html IGN: Air Bucks],</ref><ref name="bigbiz">[https://web.archive.org/web/20020612103626/http://pc.ign.com/articles/361/361101p1.html News – IGN: Big Biz Tycoon Ships]</ref> are video games that focus on the management of [[economic]] processes,<ref name="fundamentals">{{cite book|last=Rollings|first=Andrew|author2=Ernest Adams|title=Fundamentals of Game Design|publisher=Prentice Hall|year=2006|url=http://wps.prenhall.com/bp_gamedev_1/54/14053/3597646.cw/index.html}}</ref> usually in the form of a [[business]]. Pure business simulations have been described as [[construction and management simulation]]s without a construction element,<ref name="Rollings"/> and can thus be called simulations.<ref name="Rollings"/> [[Micromanagement (gameplay)|Micromanagement]] is often emphasized in these kinds of games. They are essentially numeric but try to hold the player's attention by using creative graphics.<ref name="Rollings"/> The interest in these games lies in accurate simulation of real-world events using algorithms,<ref name=gdp_fdl/> as well as the close tying of players' actions to expected or plausible consequences and outcomes.<ref name=gdp_fdl>{{cite book | last = Laramee | first = Francois Dominic | title = Game Design Perspectives: Advances in Computer Graphics and Game Development | publisher = [[Charles River Media]] | year = 2002 | isbn = 1-58450-090-5|url=https://books.google.com/books?id=T9kS82J5LG0C&q=game+design+perspectives | page = 117}}</ref><ref name=ewc_bms>{{cite book | last = Slator | first = Brian M. |author2=Richard T. Beckwith |author3=Harold Chaput | title = Electric Worlds in the Classroom: Teaching and Learning with Role-Based Computer Classes | publisher = [[Teachers College Press]] | year = 2006 | url = https://books.google.com/books?id=CoBW2rJO7mkC&q=%22economic+simulation%22+game&pg=PA61 | isbn = 0-8077-4675-4 | page = 61}}</ref> An important facet of economic simulations is the [[emergence]] of artificial systems, gameplay and structures.<ref name=vgim_sn>{{cite book | last = Natkin | first = Stéphane | title = Video Games and Interactive Media: A Glimpse at New Digital Entertainment | publisher = [[A K Peters, Ltd.]] | year = 2006 | url = https://books.google.com/books?id=Huph6EeDVggC&q=%22economic+simulation%22+game&pg=PA97 | isbn = 1-56881-297-3 | page = 97}}</ref>


There are many games in this genre that have been designed around numerous different enterprises and different simulations. ''[[Theme Park (video game)|Theme Park]]'' can be called a business simulation because the goal of the game is to attract customers and make profits; the game also involves a building aspect that makes it a [[construction and management simulation]].<ref name="Rollings"/> This genre also includes many of the "tycoon" games such as ''[[Railroad Tycoon]]'' and ''[[Transport Tycoon]]''. Another similar example of a business simulation (that models a startup business) is "SimVenture Classic".
'''Economic simulation games''' are games that [[simulate]] a real-world, historical, or hypothetical [[economy]]. Most [[city-building game]]s, like ''[[SimCity]]'', are specialized economic simulator games as well as most ''Tycoon'' games, like ''[[Railroad Tycoon]]'' and ''[[Pizza Tycoon]]''. Economic simulator games are typically [[strategy games]]. These games occasionally include a military aspect, but this is typically an ancillary part of the game, if present at all.


[[Trevor Chan]] is a notable developer of business simulation games,<ref>[https://web.archive.org/web/20030629180115/http://pc.ign.com/articles/425/425910p1.html IGN: Joan of Arc Interview]</ref> having developed the 1995 game ''[[Capitalism (video game)|Capitalism]]'', which has been described as the "best business simulation game".<ref name="capitalism2review"/> A sequel, entitled ''[[Capitalism II]]'', was released in 2001. An expanded version of ''Capitalism II'', called ''Capitalism Lab'',<ref>{{cite web |url=https://www.capitalismlab.com |title = Capitalism Lab – Taking Business Simulation to a New Frontier}}</ref> was released in 2012 and continues to be updated regularly with new features and improvements.
In economic simulations, players seldom interact directly with units in the game (such as citizens, subjects, or vehicles), but rather manipulate underlying conditions or foundations of the game world, which the units then react to. Thus, all effects on the populace are indirect, similar to [[God game]]s.


Active development of Internet technologies and the growth of the Internet audience in recent years gave a powerful impetus to the development of the industry of online games, and in particular, online business simulations.<ref name="bizsims" /> There are many varieties of online business simulations – browser-based and downloadable, single-player and multiplayer, and real-time and turn-based. Some online simulations are aimed primarily at the leisure market while others have real world applications in training, education and modelling.
The closest example of a 'pure' economic simulation may be ''[[Capitalism (game)|Capitalism]]'', the goal of which is to build an industrial and financial empire. Another highly ambitious business simulator is ''[[Transport Tycoon]]''. The game is similar in appearance to ''[[SimCity 2000]]'' but rather than designing an entire city, the player designs a transport infrastructure as well as business for several cities.


== Real-world applications ==
==Example titles==
Because [[business simulation]]s simulate real-world systems, they are often used in management, marketing, [[Simulations and games in economics education|economics]] and hospitality education.<ref name="bizsims">[http://www.bizsims.edu.au/ Online Business Simulations]</ref><ref name=ssl>{{cite book | last = Farkas | first = Meredith | title = Social Software in Libraries: Building Collaboration, Communication, and Community Online | publisher = [[Information Today, Inc.]] | year = 2007 | access-date = 2008-06-18 | isbn =978-1-57387-275-1|url=https://archive.org/details/socialsoftwarein0000fark | url-access = registration | page=[https://archive.org/details/socialsoftwarein0000fark/page/216 216]}}</ref> Some benefits of business simulations are that they permit students to experience and test themselves in situations before encountering them in real life,<ref name=dyn_ss/> they permit students to experiment and test hypotheses,<ref name=dyn_ss/><ref name=dkskrht>{{cite journal | last = Thole | first = Heinz-Jürgen |author2=Claus Möbus |author3=Olaf Schröder | title = Domain Knowledge Structure, Knowledge Representation and Hypotheses Testing | journal = Artificial Intelligence in Education: Knowledge and Media in Learning | pages = 410 | publisher = [[IOS Press]] | year = 1997 | url = https://books.google.com/books?id=9L4reNbo7MQC&q=%22economic+simulation%22+game&pg=PA410 | isbn = 978-90-5199-353-0}}</ref> and that subjects seem more real to them than when taught passively from the blackboard.<ref name=dyn_ss>{{cite book | last = Schurr | first = Sandra | title = Dynamite in the Classroom: A How-to Handbook for Teachers | publisher = [[National Middle School Association]] | year = 1994 | url = https://books.google.com/books?id=HK_uqW_oS7EC&q=economic+simulation+game&pg=PA73| isbn = 1-56090-041-5 | page = 73}}</ref> They are also used extensively in the professional world to train workers in the [[financial industries]],<ref name=udg>{{cite book | last = Rutter | first = Jason |author2=Jo Bryce | title = Understanding Digital Games | publisher = [[Sage Publications, Inc.]] | year = 2006 | isbn = 1-4129-0033-6|url=https://books.google.com/books?id=Ji3baoCZL8gC&q=%22economic+simulation%22+game&pg=PA227|page=227}}</ref><ref name=iscsml_sjf/> [[hospitality]] and management,<ref name=iscsml_sjf>{{cite book | last = Fallows | first = Stephen J. |author2=Kemal Ahmet | title = Inspiring Students: Case Studies in Motivating the Learner | publisher = [[Routledge]] | year = 1999 | url = https://books.google.com/books?id=nk49AAAAIAAJ&q=%22business+simulation%22+game&pg=PA63 | isbn = 0-7494-2872-4 | page = 63}}</ref> and to study [[economic model]]s,<ref name=ims_ddg/> with some simulations having in excess of 10,000 variables.<ref name=ims_ddg>{{cite book | last = Gatti | first = Domenico Delli | title = Interaction and Market Structure: Essays on Heterogeneity in Economics | publisher = Springer | year = 2000 | url = https://books.google.com/books?id=5D4V5DwKeKgC&q=%22economic+simulation%22+game&pg=PA37 | isbn = 3-540-66979-5 | page = 37}}</ref> <!--http://www.absel.org-->ABSEL, an association of professionals, exists for the sole purpose of promoting their use,<ref name=udg/> and economic simulations have even been used in experiments, such as those done by [[Donald Broadbent]] on learning and cognition that revealed how people often have an aptitude for mastering systems without necessarily comprehending the underlying principles.<ref name=eu_rh>{{cite book | last = Hogarth | first = Robin M. | title = Educating Intuition | publisher = [[University of Chicago Press]] | year = 2001 | url = https://archive.org/details/educatingintuiti00hoga | url-access = registration | isbn = 0-226-34860-1 | page = [https://archive.org/details/educatingintuiti00hoga/page/184 184]}}</ref> Other games are used to study the [[consumer behavior]].<ref name=vetl_lcj>{{cite book | last = Jain | first = L. C. |author2=R. J. Howlett |author3=N. S. Ichalkaranje |author4=G. Tonfoni | title = virtual environments for teaching & learning | publisher = [[World Scientific]] | year = 2002 | url = https://books.google.com/books?id=gDPbGslq1LoC&q=%22economic+simulation%22+game&pg=PA20 | isbn = 981-238-167-8 | page = 20}}</ref>
[[Image:CapitalismPlusScreenshot.jpg|thumb|right|Corporation overview from ''[[Capitalism Plus]]''.]]
* ''[[Aerobiz]]'', an airline business simulation in which four companies compete to be the leader in the aerial travel industry. Includes its sequel ''[[Aerobiz Supersonic]]''.
*''[[Airline Empires]]'' - Well established economic simulation of running an airline against real competition. Uses exclusive rules to generate its own supply and demand equations based upon massive player input.
*''[[Airline Mogul]]'' - Airline management simulation in which players compete against thousands of other worldwide players for passengers and their revenue. Game features over 2,100 airports and hundreds of plane types.
* ''[[AirwaySim]]'' - Airline Game, a new ''[[massive multiplayer online game]]'', is a realistic worldwide online airline business simulation, where players compete online against other human controlled airlines.
* ''[[Airline 6]]'', an airline business simulation in which you compete with up to 100 computerized competitors to establish your airline. Allows you to control great details from company contracts through aircraft types, route establishment and more.
* ''[[Anno 1701]]'', a simulation which revolves around colonizing and exploiting a chain of islands (ostensibly in the Caribbean) during the 18th century. The game is primarily an economic simulation, but also contains a significant military component.
* ''[[Beat The Market]]'' - is an online multiplayer simulation game that enables students to apply economic concepts while managing firms in a variety of "real world" market environments. Created by [http://www.goldsimulations.com/ Gold Simulations].
* ''[[Businessgame.be]]'', a management game where you have to run your own company. You can expand you capital by producing and selling goods.
* ''[[Great Britain Ltd]]'', an early economics/business simulation from 1983.
* ''[[Capitalism (game)|Capitalism]]'', a capitalism/economics/business simulator. A sequel, [[Capitalism II]], was released in 2002.
* ''[[Fish Tycoon]]'', in which the player breeds and sell fish.
* ''[[Free Enterprise (game)|Free Enterprise]]''
* ''[[Harvest Moon (series)]]'', a farm simulation with RPG and [[life simulator game|life simulator]] aspects
* ''[[Imperial (board game)|Imperial]]'', in which the player is an international investor in government bonds seeking to influence the policy of pre-WWI European nations for financial gain.
* ''[[Industryplayer|Industry Player]]'', where the player controls an industry holding.
* ''[[Lemonade Tycoon]]'', in which the player owns lemonade stands.
* ''[[Industry Giant II]]'', in which the player controls a manufacturing and distribution company.
* ''[[Informatist]]'', in which players create their own businesses, invest in stock markets, and compete against each other.
* ''[[Miniconomy]]'', where players take on different roles in a simulated world and can Trade or take on professions such as Police Officers , Priests , Teachers , Bodyguards or become part of the Government in one of the 3 states (Cyberie (Dutch) , Digitalie (Dutch) or Virtua (English)).
* [http://www.nationsims.com/ Nationsims] - An online provider of free online nation simulations, such as [http://www.nationsims.com/nations/ Nations], a modern day geopolitical nation simulation focus on diplomacy, '''economics''' and warfare. (No longer available. Checked on November 9, 2007)
* ''[http://www.perfectcompetition.net/ PerfectCompetition.net]'', a massively multi-player online business simulation that includes goods and services, real estate, hedge funds, companies, company bonds, a stock exchange, and a labor market. It features elements of [[business strategy]], [[finance]], [[marketing]], [[human resources]], [[supply chain management]], and is influenced by [[game theory]] and [[behavioural economics]].
* ''[[Port Royale 2]]'', a simulation of the 16th and 17th century Caribbean economy.
* ''[[Railroad Tycoon]]'', a simulation of railroad companies. Sequels include ''[[Railroad Tycoon 2]]'', ''[[Railroad Tycoon 3]]'' and ''[[Sid Meier's Railroads!]]''. The genre was so successful that it sparked the development of other such "Tycoon" simulations, the most notable being ''[[Roller Coaster Tycoon]]'', ''[[Transport Tycoon]]'' and ''[[Zoo Tycoon]]'', in which the player takes control of an amusement park, the transportation elements of a city, and a zoo, respectively.
* ''[[Startopia]]'', a simulation of a commercial space station.
* ''[[SimFarm]]'', a simulation of a rural American farm.
* ''[[SimIsle]]'', a simulation of a Caribbean island.
*''[[Theme Park (video game) | Theme Park]]'', in which the player develops one of five theme parks.
* ''[[SimTower]]'', in which the player constructs a multi-use building complex.
* ''[[Simutrans]]'', a [[freeware]] transportation simulation.
* ''[[The Settlers|Settlers]]'', a series of real-time strategy games developed by [[Blue Byte Software]]. This series of games contained robust economic simulations as well as military components. The original was one of the first economic games to model large numbers of distinct, autonomous units.
* ''[[Traffic Giant]]'' This is a simulation of traffic in a town/city and suburban area.


==See also==
== History ==
{{see also|List of business simulation video games}}
*[[Eigenpoll]] for financial IQ Games
{{Expand section|date=January 2017}}


''[[The Sumerian Game]]'' (1964), a text-based [[early mainframe game]] designed by [[Mabel Addis]], based on the ancient [[Sumer]]ian city-state of [[Lagash]], was the first economic simulation game.<ref name="Rollinger">{{cite book |last1=Rollinger |first1=Christian |title=Classical Antiquity in Video Games: Playing with the Ancient World |date=9 January 2020 |publisher=[[Bloomsbury Publishing]] |isbn=978-1-350-06664-9 |page=29 |url=https://books.google.com/books?id=lLS9DwAAQBAJ&pg=PA29}}</ref> An early economic sim by [[Danielle Bunten Berry]], titled ''[[M.U.L.E.]]'' and released in 1983, foreshadowed events that would transpire later in video gaming history, especially in the [[massively multiplayer online game]] market, with regard to [[Cooperative video game|player cooperation]] and simulated economies.<ref name="1up_mule">{{cite web | last = Sharkey | first = Scott | title = The Essential 50 Archives | publisher = [[1UP.com]] | date = January 22, 2004 – January 12, 2005 | url = http://www.1up.com/do/feature?cId=3133886 | access-date = 2008-06-18 | archive-url = https://web.archive.org/web/20090306122222/http://www.1up.com/do/feature?cId=3133886 | archive-date = 2009-03-06 | url-status = dead }}</ref> The game was [[Electronic Arts]]' most highly awarded game, despite selling only 30,000 copies.<ref name="hs_mule">{{cite book | last = DeMaria | first = Rusel |author2=Johnny L. Wilson | title = High Score!: The Illustrated History of Electronic Games | publisher = [[McGraw-Hill Professional]] | year = 2004 | pages = 174–175 | isbn = 0-07-223172-6|url=https://books.google.com/books?id=HJNvZLvpCEQC&q=%22economic+simulation%22+game&pg=PA174}}</ref> That same year, [[Epyx]] released the business sim ''[[Oil Barons]]''.<ref>http://www.mobygames.com/game/oil-barons MobyGames. "Oil Barons," (retrieved on January 25th, 2009).</ref>
{{VideoGameGenre}}


== See also ==
[[Category:Economic simulation games| ]]

* [[Business game]]
* [[Serious game]]
* [[Simulations and games in economics education]]
* [[Training simulation]]

== References ==
{{reflist}}

{{VideoGameGenre}}


{{DEFAULTSORT:Business Simulation Game}}
[[da:Økonomisk simulationsspil]]
[[Category:Business simulation games| ]]
[[de:Wirtschaftssimulation (Spiel)]]
[[Category:Video game genres]]
[[es:Videojuegos de simulación económica]]
[[fr:Jeu de gestion]]
[[ko:경영 시뮬레이션 게임]]
[[it:Videogioco manageriale]]
[[ja:経営シミュレーションゲーム]]

Latest revision as of 04:28, 20 December 2024

OpenTTD (2004) is a business simulation game in which the player tries to earn money by transporting passengers and freight via road, rail, water and air.

Business simulation games,[1][2] also known as tycoon games or economic simulation games,[3][4] are video games that focus on the management of economic processes,[5] usually in the form of a business. Pure business simulations have been described as construction and management simulations without a construction element,[2] and can thus be called simulations.[2] Micromanagement is often emphasized in these kinds of games. They are essentially numeric but try to hold the player's attention by using creative graphics.[2] The interest in these games lies in accurate simulation of real-world events using algorithms,[6] as well as the close tying of players' actions to expected or plausible consequences and outcomes.[6][7] An important facet of economic simulations is the emergence of artificial systems, gameplay and structures.[8]

There are many games in this genre that have been designed around numerous different enterprises and different simulations. Theme Park can be called a business simulation because the goal of the game is to attract customers and make profits; the game also involves a building aspect that makes it a construction and management simulation.[2] This genre also includes many of the "tycoon" games such as Railroad Tycoon and Transport Tycoon. Another similar example of a business simulation (that models a startup business) is "SimVenture Classic".

Trevor Chan is a notable developer of business simulation games,[9] having developed the 1995 game Capitalism, which has been described as the "best business simulation game".[1] A sequel, entitled Capitalism II, was released in 2001. An expanded version of Capitalism II, called Capitalism Lab,[10] was released in 2012 and continues to be updated regularly with new features and improvements.

Active development of Internet technologies and the growth of the Internet audience in recent years gave a powerful impetus to the development of the industry of online games, and in particular, online business simulations.[11] There are many varieties of online business simulations – browser-based and downloadable, single-player and multiplayer, and real-time and turn-based. Some online simulations are aimed primarily at the leisure market while others have real world applications in training, education and modelling.

Real-world applications

[edit]

Because business simulations simulate real-world systems, they are often used in management, marketing, economics and hospitality education.[11][12] Some benefits of business simulations are that they permit students to experience and test themselves in situations before encountering them in real life,[13] they permit students to experiment and test hypotheses,[13][14] and that subjects seem more real to them than when taught passively from the blackboard.[13] They are also used extensively in the professional world to train workers in the financial industries,[15][16] hospitality and management,[16] and to study economic models,[17] with some simulations having in excess of 10,000 variables.[17] ABSEL, an association of professionals, exists for the sole purpose of promoting their use,[15] and economic simulations have even been used in experiments, such as those done by Donald Broadbent on learning and cognition that revealed how people often have an aptitude for mastering systems without necessarily comprehending the underlying principles.[18] Other games are used to study the consumer behavior.[19]

History

[edit]

The Sumerian Game (1964), a text-based early mainframe game designed by Mabel Addis, based on the ancient Sumerian city-state of Lagash, was the first economic simulation game.[20] An early economic sim by Danielle Bunten Berry, titled M.U.L.E. and released in 1983, foreshadowed events that would transpire later in video gaming history, especially in the massively multiplayer online game market, with regard to player cooperation and simulated economies.[21] The game was Electronic Arts' most highly awarded game, despite selling only 30,000 copies.[22] That same year, Epyx released the business sim Oil Barons.[23]

See also

[edit]

References

[edit]
  1. ^ a b Review – IGN: Trevor Chan's Capitalism II
  2. ^ a b c d e Rollings, Andrew; Ernest Adams (2003). Andrew Rollings and Ernest Adams on Game Design. New Riders Publishing. pp. 417–441. ISBN 1-59273-001-9. Archived from the original on 2008-09-15. Retrieved 2008-05-23.
  3. ^ IGN: Air Bucks,
  4. ^ News – IGN: Big Biz Tycoon Ships
  5. ^ Rollings, Andrew; Ernest Adams (2006). Fundamentals of Game Design. Prentice Hall.
  6. ^ a b Laramee, Francois Dominic (2002). Game Design Perspectives: Advances in Computer Graphics and Game Development. Charles River Media. p. 117. ISBN 1-58450-090-5.
  7. ^ Slator, Brian M.; Richard T. Beckwith; Harold Chaput (2006). Electric Worlds in the Classroom: Teaching and Learning with Role-Based Computer Classes. Teachers College Press. p. 61. ISBN 0-8077-4675-4.
  8. ^ Natkin, Stéphane (2006). Video Games and Interactive Media: A Glimpse at New Digital Entertainment. A K Peters, Ltd. p. 97. ISBN 1-56881-297-3.
  9. ^ IGN: Joan of Arc Interview
  10. ^ "Capitalism Lab – Taking Business Simulation to a New Frontier".
  11. ^ a b Online Business Simulations
  12. ^ Farkas, Meredith (2007). Social Software in Libraries: Building Collaboration, Communication, and Community Online. Information Today, Inc. p. 216. ISBN 978-1-57387-275-1. Retrieved 2008-06-18.
  13. ^ a b c Schurr, Sandra (1994). Dynamite in the Classroom: A How-to Handbook for Teachers. National Middle School Association. p. 73. ISBN 1-56090-041-5.
  14. ^ Thole, Heinz-Jürgen; Claus Möbus; Olaf Schröder (1997). "Domain Knowledge Structure, Knowledge Representation and Hypotheses Testing". Artificial Intelligence in Education: Knowledge and Media in Learning. IOS Press: 410. ISBN 978-90-5199-353-0.
  15. ^ a b Rutter, Jason; Jo Bryce (2006). Understanding Digital Games. Sage Publications, Inc. p. 227. ISBN 1-4129-0033-6.
  16. ^ a b Fallows, Stephen J.; Kemal Ahmet (1999). Inspiring Students: Case Studies in Motivating the Learner. Routledge. p. 63. ISBN 0-7494-2872-4.
  17. ^ a b Gatti, Domenico Delli (2000). Interaction and Market Structure: Essays on Heterogeneity in Economics. Springer. p. 37. ISBN 3-540-66979-5.
  18. ^ Hogarth, Robin M. (2001). Educating Intuition. University of Chicago Press. p. 184. ISBN 0-226-34860-1.
  19. ^ Jain, L. C.; R. J. Howlett; N. S. Ichalkaranje; G. Tonfoni (2002). virtual environments for teaching & learning. World Scientific. p. 20. ISBN 981-238-167-8.
  20. ^ Rollinger, Christian (9 January 2020). Classical Antiquity in Video Games: Playing with the Ancient World. Bloomsbury Publishing. p. 29. ISBN 978-1-350-06664-9.
  21. ^ Sharkey, Scott (January 22, 2004 – January 12, 2005). "The Essential 50 Archives". 1UP.com. Archived from the original on 2009-03-06. Retrieved 2008-06-18.
  22. ^ DeMaria, Rusel; Johnny L. Wilson (2004). High Score!: The Illustrated History of Electronic Games. McGraw-Hill Professional. pp. 174–175. ISBN 0-07-223172-6.
  23. ^ http://www.mobygames.com/game/oil-barons MobyGames. "Oil Barons," (retrieved on January 25th, 2009).