I want to know in a basic elementary sort of way, what a model is.  And I want to hear people's interpretations on it and reflect for me a bit on my ideas about what exactly a model is and can be.  Let us begin a thought experiment! 
 What is a model?
What is a model?  -Well let's start in the dictionary.  
Dictionary.com to be exact:
dictionary.com has this to say about what a model is (the definition that interested me):
"A standard or example for imitation or comparison."
Here is my transcription of that:
A 
model is a basis of comparison that represents the aggregate features and traits of a whole.
Now, why am I interested in defining a model?  -Well it all ties back to games; this is why you're seeing this kind of discussion here at the SnarkPit.  -And to spark some interesting convos.
The way I see games, is that they are different because they are models.  -And not just because they 
ARE, but also because they strive to be so.  Games are like all the other mediums of communication and storytelling because they use similar faculties to represent themselves (story narrative, music, theater, the arts in general), but they are radically different in a way that goes beyond interaction.
A note about interactivity:
All media are interactive.  No one is born knowing the difference between 
Bach and 
M&M.  You have to listen to these artists' songs and understand their context and meaning to gain a sort of appreciation.  -And that takes time to think about them.  To think about something is to engage it in the mental arena.  To ask about what something means, is to question its relevance to other things in the universe, and therefore to attempt to understand the bigger picture of where these two artists fit in all of this grandeur we marvel at day-to-day.
You have to follow the story along in a book or movie (a.k.a. interacting with it) to be able to understand it and get your moneys worth for involving yourself with it.  In games we do this also, but we go farther into detail and exposure that for many people, the experience is overwhelming and therefore boredom or aggravation set in, preventing them from completing the game (or model) 
experience.
Now, I've read books and papers, watched talks and interviews and even spoke with people whom I only just met about this kind of topic because it interests me.  It ultimately falls into opinion because at the end of the day, that's the relevance towards the practicalities of the implications of the understanding about this kind of matter, -or at least that's how I see it.  -But this won't prevent me from surmising about it to begin with.
Interested yet?  -If not, don't expect it to get much better than this. 
 Why are models important?
Why are models important?
I believe models are important, and thus relevant and practical because they teach us things, and they're built to do it. It's part of the inherent nature of something you may call a 'model'  That rock over there is a model of a boulder I saw once.  "What's the difference?" one may ask, to which I reply: "Only that which you recognize as being real, and thus making the other one 
not so by order of guilty association"  -Is this a loaded response? -I think not.
Models are relative to what they are well, 'modeling'!  This is a model of my building, -OR- that building is a model of my diorama.
We use computers to do a lot of our modeling today because they are so good at keeping track of many variables.  And models are a computer's best friend because that's how computers understand the world.
Computers (like us homo sapien)  quantize things in order to deal with them better.  Computers (just like brains) 'chunk' things and group them into categories so that we may better cope with them and thus understand them quicker.  Models inherently make assumptions about things in order to 'chunk' or group like ideals into certain collaborative mechanisms.  All for the purpose of being able to be understood better.  A game quantizes the Normandy Invasion to particular sequences that matter to history and the gamer, and present it as relevant to other activities in the world of the game.  Games, and thus computer 'simulations' of the real world, attempt to abstract what we already by nature quantize to better understand.  But brains are way better at doing it atm because we're able to see big picture trends across many lanes of interests, and creatively connect the dots of those pictures, are we better able to cope and adapt with incoming new information.  And a model that can do just that, stands to show us a lot of information and possible trends than we would have cared to have looked at before.
I think games are the perfect avenue for helping society to understand new and confusing ideas.  In fact, they could be used to teach children history, or scientific theories or any number of fields.  Games have a potential they're not being used for I believe.
-I've said enough now, it's starting to ramble I think.  What do you guys think? 
 
                                            
                        Blog: 
www.playingarchitecture.net
LinkedIn: 
Eric Lancon
Twitter:
@Riven202