ExtendSimsimulation tools help keep students worldwide engaged through inventive uses of technology that make learning not feel like learning while preparing students with real-world skills critical for success.
If you are a member of an accredited institution purchasing ExtendSim for instructional or research purposes in an educational environment, you're eligible for these plans. ExtendSim products purchased under any of these plans may not be used for commercial purposes, such as consulting or research that is subsidized by a private or government enterprise. Projects are typically considered non-commercial if the simulation results are made publicly available. If some type of financial benefit results from simulation, fairly, you should pay market value. Educational software may not be used for commercial, professional, commercial training, or other for-profit purposes. Such uses are in violation of the ExtendSim License Agreement.
Prices listed here are for new ExtendSim Academic licenses and are subject to change without notice. This pricing and some packages are not available in Europe, Scandinavia, Finland, China, Hong Kong, and Macau -- contact your local distributor. Export restrictions apply. Please see our terms of payment.
Discounts are available to university researchers on full Model Developer Editions of ExtendSim. These packages are exactly the same as the Individual commercial packages, but are offered to researchers at a discounted price for non-commercial.
Working towards an advanced degree and using ExtendSim for your PhD project or Masters thesis? Apply for an ExtendSim Research Grant. We will subsidize the entire cost of a full Model Developer Edition of ExtendSim for use throughout the term of your project. In exchange, we simply ask you keep us updated on your progress and agree to share your findings with us once you're done. See if you qualify for a free ExtendSim Research Grant!
The Floating License of ExtendSim for instructional use is for use in a classroom environment where students are learning about simulation and ExtendSim. It enables a specific number of students and/or professors to access ExtendSim Pro concurrently either on-campus or remotely for classroom instruction and homework. Software may be installed and used by any student or professor in that department's networked environment.
A Site license of ExtendSim provides access to a full Model Developer Edition of ExtendSim Pro for instructional use by unlimited end users within a school, college, university, or similar institution. Software may be installed and used by any student or professor in that institution's network environment.
Maintenance and Support Plans (MSP) are annual plans that are required for all ExtendSim products except Analysis RunTime, Player RunTime, and Trial versions. To learn about all the features of an ExtendSim MSP, please see Maintenance & Support Plan.
If you own multiple ExtendSim Individual licenses, each license will need its own MSP. Annual fees must be paid within 30 days of renewal date or the MSP for that license is subject to reinstatement charges.
The Sims 2: University is an expansion pack for the 2004 life simulation video game The Sims 2, developed by Maxis and published by Electronic Arts. The first expansion pack for the game, it was released 1 March 2005. University introduces a new "young adult" life stage who live in separate college towns and attend university; with its dormitories, the expansion pack marks the first time in the Sims series where player sims are able to live with non-player characters. Sims who attend university gain access to new careers and interactions. University also introduces new items, interactions, and gameplay elements, such as the ability to bring deceased sims back to life, the ability to play musical instruments and use mobile phones, and the ability to turn sims into zombies.
The concept of a higher education-themed expansion pack had been proposed for the Sims series since the original installment, but it was not deemed technically feasible until The Sims 2. Development focused on bridging the gap between the base game's teenage and adult life stages; young adult sims have some but not all abilities of adult sims, and inhabit separate areas of the game to sims of other life stages.
Upon release, University was a critical and commercial success. It was praised for its depth and complexity, though reviews also noted performance issues and questioned the authenticity of its portrayal of higher education. Critical analysis in the years following its release has considered it one of the best expansion packs in the Sims series and drawn attention to its influence on later games.
Just imagine the sheer amount of numbers that go into a simulator as complicated as The Sims 2. It's easy for things to go out of whack. "Oops. I set one number too high, and now sims do absolutely nothing but talk on cell phones. Forever. Until they die."
The Sims is a franchise of life simulation games developed by Maxis and published by Electronic Arts. It has sold over 200 million copies amongst all platforms and installments, making it one of the best-selling video game franchises of all time.[2] The Sims 2, sequel to the original, was released on 14 September 2004. It expanded upon the original game's features, introducing elements such as an aspiration system based around short-term and long-term goals, expanded character and neighbourhood customization, and the ability for sims to raise families, age, and progress through generations.[3][4]
All main entries in the series have had multiple expansion packs, which add further gameplay options. Rather than being relatively simple downloadable content, expansion packs for the first three games in the Sims series substantially expanded upon the base game's life simulation; Kieron Gillen, writing for Eurogamer in 2005, stated the first game's expansions "could have been expanded [...] into games of their own" and argued their complexity was a component in why The Sims had few competitors in its genre.[2][5] Eight expansion packs were released for The Sims 2 between 2005 and 2008.[2][6]
The Sims 2: University was announced in November 2004[7] and released for Windows on 1 March 2005 in North America and 11 March in Europe.[8][9] It was released for macOS that November by Aspyr Media.[10] University was the first expansion pack for the game.[11] The concept of a university expansion pack had been considered during the first game's development, but was not viable until The Sims 2 given the first game's limited support for life stages.[12] According to an interview with the development team, they considered having the classes themselves be the expansion's focus rather than the social experience of university, but decided it would be "a bit boring" and wanted to avoid making "SimHomework, the homework simulator".[13]
According to Charles London, one of the game's designers, its theme was chosen as an attempt to bridge the substantial gap between the base game's teenage and adult life stages. The design team aimed to base gameplay off their personal experiences with higher education, which were greatly varied; London described them as ranging "from buttoned-down Ivy League book-cracking to wild and raucous party-school rampaging".[14] Hunter Howe, another designer, discussed University's design and playtesting experience with GameSpot two weeks prior to its release. He referred to issues such as dormitory-residing sims being prone to crowding kitchens and dying en masse in the event of kitchen fires, which was eventually solved by adding fire sprinklers. Howe also referred to an early bug making mobile phone use too attractive, causing sims to use their phones constantly until dying of motive failure, and a number of unusual bugs caused by the game's introduction of zombies, such as "zombies can't fall in love" and "zombies walk on water".[1]
The Sims 2: University introduces higher education to the life simulator sandbox gameplay of The Sims 2. A 'young adult' lifestage is introduced between the 'teenager' and 'adult' life stages, specifically for university students; teenage sims can age into young adults by being sent to university, or new sims can be created directly as young adults.[5] Young adult sims possess characteristics between teenagers and adults, such as being able to woohoo but not become pregnant or impregnate other sims, and are able to get engaged but not married. They are restricted to living on campus, where they can live in large dormitory residences, Greek houses, or stand-alone homes;[15][16][17] University's dormitories are the first time in the Sims series where player sims are able to live with sims not controlled by the player, known as "dormies".[18][19] The portrayal of higher education in University is drawn from higher education in the United States, incorporating both realistic elements of the American college experience and "superficially stereotypical" ones drawn from media portrayals.[20] Multiple elements of the game censored potentially mature real-world themes, such as replacing alcoholic beverages with "juice kegs".[15][21]
The core gameplay of the expansion pack revolves around completing university semesters. Players must maintain a sim's class performance in one of eleven majors. The primary mechanisms for maintaining and improving one's grades are attending class, studying, and writing assignments and term players; more unorthodox methods include "influencing" other sims to complete one's assignments and woohooing with professors.[5][15] Four new career tracks were introduced in the expansion pack: Artist, Natural Scientist, Paranormal, and Show Business. Access to these career tracks is gated by completion of a university degree.[18][22] These career tracks are higher-paying than those offered in the base game, while simultaneously having shorter work schedules and placing less strain on a sim's motives. Other newly introduced elements of University also depend on attendance and graduation, such as new social interactions, being hired at higher career levels, and gaining new want slots, an element of gameplay where sims can set short-term goals and receive rewards for fulfilling them.[16][23]
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