From Persuasive Games by Ian Bogost:
Previously, I have argued that videogames represent in the gap between procedural representation and individual subjectivity. The disparity between the simulation and the player’s understanding of the source system it models creates a crisis in the player; I named this crisis simulation fever, a madness through which an interrogation of the rules that drive both systems begins. The vertigo of this fever — one gets simsick as he might get seasick — motivates criticism.
Procedural rhetoric also produces simulation fever. It motivates a player to address the logic of a situation in general, and the point at which it breaks and gives way to a new situation in particular.