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A game is a structured form of play, usually undertaken for entertainment or
fun Fun is defined by the ''Oxford English Dictionary'' as "Light-hearted pleasure, enjoyment, or amusement; boisterous joviality or merrymaking; entertainment". Etymology and usage The word ''fun'' is associated with sports, entertaining medi ...
, and sometimes used as an educational tool. Many games are also considered to be work (such as professional players of spectator sports or games) or art (such as jigsaw puzzles or games involving an artistic layout such as
Mahjong Mahjong or mah-jongg (English pronunciation: ) is a tile-based game that was developed in the 19th century in China and has spread throughout the world since the early 20th century. It is commonly played by four players (with some three-play ...
,
solitaire Solitaire is any tabletop game which one can play by oneself, usually with cards, but also with dominoes. The term "solitaire" is also used for single-player games of concentration and skill using a set layout tiles, pegs or stones. These game ...
, or some video games). Games are sometimes played purely for enjoyment, sometimes for achievement or reward as well. They can be played alone, in teams, or online; by amateurs or by professionals. The players may have an audience of non-players, such as when people are entertained by watching a chess championship. On the other hand, players in a game may constitute their own audience as they take their turn to play. Often, part of the entertainment for children playing a game is deciding who is part of their audience and who is a player. A toy and a game are not the same. Toys generally allow for unrestricted play whereas games come with present rules. Key components of games are goals, rules,
challenge Challenge may refer to: * Voter challenging or caging, a method of challenging the registration status of voters * Euphemism for disability * Peremptory challenge, a dismissal of potential jurors from jury duty Places Geography *Challenge, C ...
, and interaction. Games generally involve mental or physical stimulation, and often both. Many games help develop practical skills, serve as a form of exercise, or otherwise perform an educational, simulational, or
psychological Psychology is the scientific study of mind and behavior. Psychology includes the study of conscious and unconscious phenomena, including feelings and thoughts. It is an academic discipline of immense scope, crossing the boundaries between t ...
role. Attested as early as 2600 BC, games are a universal part of human experience and present in all cultures. The Royal Game of Ur, Senet, and Mancala are some of the oldest known games.


Definitions


Ludwig Wittgenstein

Ludwig Wittgenstein was probably the first academic philosopher to address the definition of the word ''game''. In his '' Philosophical Investigations'', Wittgenstein argued that the elements of games, such as play, rules, and competition, all fail to adequately define what games are. From this, Wittgenstein concluded that people apply the term ''game'' to a range of disparate human activities that bear to one another only what one might call family resemblances. As the following game definitions show, this conclusion was not a final one and today many philosophers, like Thomas Hurka, think that Wittgenstein was wrong and that Bernard Suits' definition is a good answer to the problem.


Roger Caillois

French sociologist
Roger Caillois Roger Caillois (; 3 March 1913 – 21 December 1978) was a French intellectual whose idiosyncratic work brought together literary criticism, sociology, ludology and philosophy by focusing on diverse subjects such as games and play as well as the ...
, in his book ''Les jeux et les hommes (Games and Men)''(1961), defined a game as an activity that must have the following characteristics: * ''fun'': the activity is chosen for its light-hearted character * ''separate'': it is circumscribed in time and place * ''uncertain'': the outcome of the activity is unforeseeable * ''non-productive'': participation does not accomplish anything useful * ''governed by rules'': the activity has rules that are different from everyday life * ''fictitious'': it is accompanied by the awareness of a different reality


Chris Crawford

Game designer Chris Crawford defined the term in the context of computers. Using a series of dichotomies: # Creative expression is ''art'' if made for its own beauty, and ''entertainment'' if made for money. # A piece of entertainment is a ''
plaything Plaything is a song by American singer Rebbie Jackson, the first single from her third album ''R U Tuff Enuff.'' It reached #8 on the US R&B chart, making it her second biggest hit on that chart after 1984's ''Centipede.'' After ''Centipede'' a ...
'' if it is
interactive Across the many fields concerned with interactivity, including information science, computer science, human-computer interaction, communication, and industrial design, there is little agreement over the meaning of the term "interactivity", but mo ...
. Movies and books are cited as examples of non-interactive entertainment. # If no goals are associated with a plaything, it is a ''toy''. ''(Crawford notes that by his definition, (a) a toy can become a game element if the player makes up rules, and (b) '' The Sims'' and '' SimCity'' are toys, not games.)'' If it has goals, a plaything is a ''challenge''. # If a challenge has no "active agent against whom you compete", it is a ''
puzzle A puzzle is a game, Problem solving, problem, or toy that tests a person's ingenuity or knowledge. In a puzzle, the solver is expected to put pieces together (Disentanglement puzzle, or take them apart) in a logical way, in order to arrive at th ...
''; if there is one, it is a ''conflict''. ''(Crawford admits that this is a subjective test. Video games with noticeably algorithmic artificial intelligence can be played as puzzles; these include the patterns used to evade ghosts in ''Pac-Man''.)'' # Finally, if the player can only outperform the opponent, but not attack them to interfere with their performance, the conflict is a ''competition''. ''(Competitions include racing and figure skating.)'' However, if attacks are allowed, then the conflict qualifies as a game. Crawford's definition may thus be rendered as: an interactive, goal-oriented activity made for money, with active agents to play against, in which players (including active agents) can interfere with each other. Other definitions, however, as well as history, show that entertainment and games are not necessarily undertaken for monetary gain.


Other definitions

* "A game is a form of art in which participants, termed ''players'', make decisions in order to manage resources through game tokens in the pursuit of a goal." ( Greg Costikyan) According to this definition, some "games" that do not involve choices, such as Chutes and Ladders, Candy Land, and War are not technically games any more than a slot machine is. * "A game is a form of play with goals and structure." (Kevin J. Maroney) * "A game is a system in which players engage in an artificial conflict, defined by rules, that results in a quantifiable outcome." ( Katie Salen and Eric Zimmerman) * "A game is an ''activity'' among two or more independent ''decision-makers'' seeking to achieve their ''objectives'' in some ''limiting context.''" (
Clark C. Abt Clark C. Abt is an American researcher born August 31, 1929 in Cologne, Germany. He became an American citizen in 1945, at age 16, and is known for first formalizing the concept and usages of serious games. Biography Abt left Germany for the Un ...
) * "At its most elementary level then we can define game as an exercise of voluntary control systems in which there is an opposition between forces, confined by a procedure and rules in order to produce a disequilibrial outcome." (Elliot Avedon and Brian Sutton-Smith) * "to play a game is to engage in activity directed toward bringing about a specific state of affairs, using only means permitted by specific rules, where the means permitted by the rules are more limited in scope than they would be in the absence of the rules, and where the sole reason for accepting such limitation is to make possible such activity." (Bernard Suits) * "When you strip away the genre differences and the technological complexities, all games share four defining traits: a goal, rules, a feedback system, and voluntary participation." ( Jane McGonigal)


Gameplay elements and classification

Games can be characterized by "what the player does". This is often referred to as gameplay. Major key elements identified in this context are tools and rules that define the overall context of game.


Tools

Games are often
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by the components required to play them (e.g. miniatures, a
ball A ball is a round object (usually spherical, but can sometimes be ovoid) with several uses. It is used in ball games, where the play of the game follows the state of the ball as it is hit, kicked or thrown by players. Balls can also be used f ...
, cards, a board and pieces, or a
computer A computer is a machine that can be programmed to Execution (computing), carry out sequences of arithmetic or logical operations (computation) automatically. Modern digital electronic computers can perform generic sets of operations known as C ...
). In places where the use of leather is well-established, the ball has been a popular game piece throughout recorded history, resulting in a worldwide popularity of ball games such as rugby, basketball, soccer (football),
cricket Cricket is a bat-and-ball game played between two teams of eleven players on a field at the centre of which is a pitch with a wicket at each end, each comprising two bails balanced on three stumps. The batting side scores runs by striki ...
, tennis, and volleyball. Other tools are more idiosyncratic to a certain region. Many countries in Europe, for instance, have unique standard decks of playing cards. Other games such as chess may be traced primarily through the development and evolution of its game pieces. Many game tools are tokens, meant to represent other things. A token may be a pawn on a board, play money, or an intangible item such as a point scored. Games such as hide-and-seek or tag do not use any obvious tool; rather, their interactivity is defined by the environment. Games with the same or similar rules may have different gameplay if the environment is altered. For example, hide-and-seek in a school building differs from the same game in a park; an auto race can be radically different depending on the
track Track or Tracks may refer to: Routes or imprints * Ancient trackway, any track or trail whose origin is lost in antiquity * Animal track, imprints left on surfaces that an animal walks across * Desire path, a line worn by people taking the shorte ...
or
street A street is a public thoroughfare in a built environment. It is a public parcel of land adjoining buildings in an urban context, on which people may freely assemble, interact, and move about. A street can be as simple as a level patch of dirt, ...
course, even with the same cars.


Rules and aims

Games are often characterized by their tools and rules. While rules are subject to variations and changes, enough change in the rules usually results in a "new" game. For instance, baseball can be played with "real" baseballs or with wiffleballs. However, if the players decide to play with only three bases, they are arguably playing a different game. There are exceptions to this in that some games deliberately involve the changing of their own rules, but even then there are often immutable
meta Meta (from the Greek μετά, '' meta'', meaning "after" or "beyond") is a prefix meaning "more comprehensive" or "transcending". In modern nomenclature, ''meta''- can also serve as a prefix meaning self-referential, as a field of study or ende ...
-rules. Rules generally determine the time-keeping system, the rights and responsibilities of the players, scoring techniques, preset boundaries, and each player's goals. The rules of a game may be distinguished from its aims. For most competitive games, the ''ultimate'' aim is winning: in this sense, checkmate is the aim of chess. Common win conditions are being first to amass a certain quota of points or tokens (as in Settlers of Catan), having the greatest number of tokens at the end of the game (as in Monopoly), or some relationship of one's game tokens to those of one's opponent (as in chess's
checkmate Checkmate (often shortened to mate) is any game position in chess and other chess-like games in which a player's king is in check (threatened with ) and there is no possible escape. Checkmating the opponent wins the game. In chess, the king is ...
). There may also be ''intermediate'' aims, which are tasks that move a player toward winning. For instance, an intermediate aim in football is to score goals, because scoring goals will increase one's likelihood of winning the game, but isn't alone sufficient to win the game. An aim identifies a
Sufficient Condition In logic and mathematics, necessity and sufficiency are terms used to describe a conditional or implicational relationship between two statements. For example, in the conditional statement: "If then ", is necessary for , because the truth of ...
for successful action, whereas the rule identifies a necessary condition for permissible action. For example, the aim of chess is to checkmate, but although it is expected that players will ''try'' to checkmate each other, it is not a rule of chess that a player ''must'' checkmate the other player whenever possible. Similarly, it is not a rule of
football Football is a family of team sports that involve, to varying degrees, kicking a ball to score a goal. Unqualified, the word ''football'' normally means the form of football that is the most popular where the word is used. Sports commonly c ...
that a player must score a goal on a penalty; while it is expected the player will try, it is not required. While meeting the aims often requires a certain degree of skill and (in some cases) luck, following the rules of a game merely requires knowledge of the rules and some careful attempt to follow them; it rarely (if ever) requires luck or demanding skills.


Skill, strategy, and chance

A game's tools and rules will result in its requiring skill, strategy, luck, or a combination thereof, and are classified accordingly. Games of skill include games of physical skill, such as wrestling, tug of war, hopscotch, target shooting, and stake, and games of mental skill such as checkers and chess.
Games of strategy A strategy game or strategic game is a game (e.g. a board game) in which the players' uncoerced, and often autonomous, decision-making skills have a high significance in determining the outcome. Almost all strategy games require internal decisio ...
include checkers, chess, Go, arimaa, and tic-tac-toe, and often require special equipment to play them. Games of chance include gambling games (
blackjack Blackjack (formerly Black Jack and Vingt-Un) is a casino banking game. The most widely played casino banking game in the world, it uses decks of 52 cards and descends from a global family of casino banking games known as Twenty-One. This fami ...
,
Mahjong Mahjong or mah-jongg (English pronunciation: ) is a tile-based game that was developed in the 19th century in China and has spread throughout the world since the early 20th century. It is commonly played by four players (with some three-play ...
,
roulette Roulette is a casino game named after the French word meaning ''little wheel'' which was likely developed from the Italian game Biribi''.'' In the game, a player may choose to place a bet on a single number, various groupings of numbers, the ...
, etc.), as well as snakes and ladders and rock, paper, scissors; most require equipment such as cards or
dice Dice (singular die or dice) are small, throwable objects with marked sides that can rest in multiple positions. They are used for generating random values, commonly as part of tabletop games, including dice games, board games, role-playing g ...
. However, most games contain two or all three of these elements. For example, American football and baseball involve both physical skill and strategy while tiddlywinks,
poker Poker is a family of comparing card games in which players wager over which hand is best according to that specific game's rules. It is played worldwide, however in some places the rules may vary. While the earliest known form of the game w ...
, and Monopoly combine strategy and chance. Many card and board games combine all three; most trick-taking games involve mental skill, strategy, and an element of chance, as do many strategic board games such as Risk, Settlers of Catan, and Carcassonne.


Single-player games

Most games require multiple players. However, single-player games are unique in respect to the type of challenges a player faces. Unlike a game with multiple players competing with or against each other to reach the game's goal, a one-player game is a battle solely against an element of the environment (an artificial opponent), against one's own skills, against time, or against chance. Playing with a yo-yo or playing tennis against a wall is not generally recognized as playing a game due to the lack of any formidable opposition. Many games described as "single-player" may be termed actually
puzzle A puzzle is a game, Problem solving, problem, or toy that tests a person's ingenuity or knowledge. In a puzzle, the solver is expected to put pieces together (Disentanglement puzzle, or take them apart) in a logical way, in order to arrive at th ...
s or
recreation Recreation is an activity of leisure, leisure being discretionary time. The "need to do something for recreation" is an essential element of human biology and psychology. Recreational activities are often done for enjoyment, amusement, or pleasur ...
s.


Multiplayer games

A multiplayer game is a game of several players who may be independent opponents or teams. Games with many independent players are difficult to analyze formally using
game theory Game theory is the study of mathematical models of strategic interactions among rational agents. Myerson, Roger B. (1991). ''Game Theory: Analysis of Conflict,'' Harvard University Press, p.&nbs1 Chapter-preview links, ppvii–xi It has appli ...
as the players may form and switch
coalition A coalition is a group formed when two or more people or groups temporarily work together to achieve a common goal. The term is most frequently used to denote a formation of power in political or economical spaces. Formation According to ''A Gui ...
s. The term "game" in this context may mean either a true game played for entertainment or a competitive activity describable in principle by mathematical game theory.


Game theory

John Nash proved that games with several players have a stable solution provided that coalitions between players are disallowed. Nash won the Nobel prize for economics for this important result which extended von Neumann's theory of zero-sum games. Nash's stable solution is known as the
Nash equilibrium In game theory, the Nash equilibrium, named after the mathematician John Nash, is the most common way to define the solution of a non-cooperative game involving two or more players. In a Nash equilibrium, each player is assumed to know the equili ...
. If cooperation between players is allowed, then the game becomes more complex; many concepts have been developed to analyze such games. While these have had some partial success in the fields of economics, politics and conflict, no good general theory has yet been developed. In quantum game theory, it has been found that the introduction of quantum information into multiplayer games allows a new type of equilibrium strategy not found in traditional games. The entanglement of player's choices can have the effect of a contract by preventing players from profiting from what is known as ''betrayal''.


Types

Games can take a variety of forms, from competitive sports to board games and video games.


Sports

Many sports require special equipment and dedicated playing fields, leading to the involvement of a community much larger than the group of players. A city or town may set aside such resources for the organization of sports leagues. Popular sports may have spectators who are entertained just by watching games. A community will often align itself with a local sports team that supposedly represents it (even if the team or most of its players only recently moved in); they often align themselves against their opponents or have traditional rivalries. The concept of fandom began with sports fans.


Lawn games

Lawn games are outdoor games that can be played on a lawn; an area of mowed grass (or alternately, on graded soil) generally smaller than a sports field (pitch). Variations of many games that are traditionally played on a sports field are marketed as "lawn games" for home use in a front or back yard. Common lawn games include horseshoes, sholf, croquet, bocce, and lawn bowls.


Tabletop games

A tabletop game is a game where the elements of play are confined to a small area and require little physical exertion, usually simply placing, picking up and moving game pieces. Most of these games are played at a table around which the players are seated and on which the game's elements are located. However, many games falling into this category, particularly party games, are more free-form in their play and can involve physical activity such as mime. Still, these games do not require a large area in which to play them, large amounts of strength or stamina, or specialized equipment other than what comes in a box.


Dexterity and coordination games

This class of games includes any game in which the skill element involved relates to manual dexterity or hand-eye coordination, but excludes the class of video games (see below). Games such as jacks, paper football, and Jenga require only very portable or improvised equipment and can be played on any flat level surface, while other examples, such as pinball, billiards, air hockey, foosball, and table hockey require specialized tables or other self-contained modules on which the game is played. The advent of home video game systems largely replaced some of these, such as table hockey, however air hockey, billiards, pinball and foosball remain popular fixtures in private and public game rooms. These games and others, as they require reflexes and coordination, are generally performed more poorly by intoxicated persons but are unlikely to result in injury because of this; as such the games are popular as drinking games. In addition, dedicated drinking games such as quarters and beer pong also involve physical coordination and are popular for similar reasons.


Board games

Board games use as a central tool a board on which the players' status, resources, and progress are tracked using physical tokens. Many also involve
dice Dice (singular die or dice) are small, throwable objects with marked sides that can rest in multiple positions. They are used for generating random values, commonly as part of tabletop games, including dice games, board games, role-playing g ...
or cards. Most games that simulate war are board games (though a large number of video games have been created to simulate strategic combat), and the board may be a map on which the players' tokens move. Virtually all board games involve "turn-based" play; one player contemplates and then makes a move, then the next player does the same, and a player can only act on their turn. This is opposed to "real-time" play as is found in some card games, most sports and most video games. Some games, such as chess and Go, are entirely deterministic, relying only on the strategy element for their interest. Such games are usually described as having "
perfect information In economics, perfect information (sometimes referred to as "no hidden information") is a feature of perfect competition. With perfect information in a market, all consumers and producers have complete and instantaneous knowledge of all market pr ...
"; the only unknown is the exact thought processes of one's opponent, not the outcome of any unknown event inherent in the game (such as a card draw or die roll). Children's games, on the other hand, tend to be very luck-based, with games such as Candy Land and Chutes and Ladders having virtually no decisions to be made. By some definitions, such as that by Greg Costikyan, they are not games since there are no decisions to make which affect the outcome. Many other games involving a high degree of luck do not allow direct attacks between opponents; the random event simply determines a gain or loss in the standing of the current player within the game, which is independent of any other player; the "game" then is actually a "race" by definitions such as Crawford's. Most other board games combine strategy and luck factors; the game of backgammon requires players to decide the best strategic move based on the roll of two
dice Dice (singular die or dice) are small, throwable objects with marked sides that can rest in multiple positions. They are used for generating random values, commonly as part of tabletop games, including dice games, board games, role-playing g ...
. Trivia games have a great deal of randomness based on the questions a person gets. German-style board games are notable for often having rather less of a luck factor than many board games. Board game groups include race games, roll-and-move games, abstract strategy games, word games, and wargames, as well as trivia and other elements. Some board games fall into multiple groups or incorporate elements of other genres:
Cranium The skull is a bone protective cavity for the brain. The skull is composed of four types of bone i.e., cranial bones, facial bones, ear ossicles and hyoid bone. However two parts are more prominent: the cranium and the mandible. In humans, the ...
is one popular example, where players must succeed in each of four skills: artistry, live performance, trivia, and language.


Card games

Card games use a deck of cards as their central tool. These cards may be a standard Anglo-American (52-card) deck of playing cards (such as for bridge,
poker Poker is a family of comparing card games in which players wager over which hand is best according to that specific game's rules. It is played worldwide, however in some places the rules may vary. While the earliest known form of the game w ...
, Rummy, etc.), a regional deck using 32, 36 or 40 cards and different suit signs (such as for the popular German game skat), a
tarot deck The tarot (, first known as '' trionfi'' and later as ''tarocchi'' or ''tarocks'') is a pack of playing cards, used from at least the mid-15th century in various parts of Europe to play card games such as Tarocchini. From their Italian roots, ...
of 78 cards (used in Europe to play a variety of trick-taking games collectively known as Tarot, Tarock or Tarocchi games), or a deck specific to the individual game (such as '' Set'' or
1000 Blank White Cards 1000 Blank White Cards is a party game played with cards in which the deck is created as part of the game. Though it has been played by adults in organized groups worldwide, 1000 Blank White Cards is also described as well-suited for children in ...
). Uno and Rook are examples of games that were originally played with a standard deck and have since been commercialized with customized decks. Some
collectible card game A collectible card game (CCG), also called a trading card game (TCG) among other names, is a type of card game that mixes strategy game, strategic deck building elements with features of trading cards, introduced with ''Magic: The Gathering'' in ...
s such as '' Magic: The Gathering'' are played with a small selection of cards that have been collected or purchased individually from large available sets. Some board games include a deck of cards as a gameplay element, normally for randomization or to keep track of game progress. Conversely, some card games such as Cribbage use a board with movers, normally to keep score. The differentiation between the two genres in such cases depends on which element of the game is foremost in its play; a board game using cards for random actions can usually use some other method of randomization, while Cribbage can just as easily be scored on paper. These elements as used are simply the traditional and easiest methods to achieve their purpose.


Dice games

Dice games use a number of
dice Dice (singular die or dice) are small, throwable objects with marked sides that can rest in multiple positions. They are used for generating random values, commonly as part of tabletop games, including dice games, board games, role-playing g ...
as their central element. Board games often use dice for a randomization element, and thus each roll of the dice has a profound impact on the outcome of the game, however dice games are differentiated in that the dice do not determine the success or failure of some other element of the game; they instead are the central indicator of the person's standing in the game. Popular dice games include '' Yahtzee'', Farkle, Bunco, Liar's dice/ Perudo, and Poker dice. As dice are, by their very nature, designed to produce apparently random numbers, these games usually involve a high degree of luck, which can be directed to some extent by the player through more strategic elements of play and through tenets of probability theory. Such games are thus popular as gambling games; the game of Craps is perhaps the most famous example, though Liar's dice and Poker dice were originally conceived of as gambling games.


Domino and tile games

Domino games are similar in many respects to card games, but the generic device is instead a set of tiles called dominoes, which traditionally each have two ends, each with a given number of dots, or "pips", and each combination of two possible end values as it appears on a tile is unique in the set. The games played with dominoes largely center around playing a domino from the player's "hand" onto the matching end of another domino, and the overall object could be to always be able to make a play, to make all open endpoints sum to a given number or multiple, or simply to play all dominoes from one's hand onto the board. Sets vary in the number of possible dots on one end, and thus of the number of combinations and pieces; the most common set historically is ''double-six'', though in more recent times "extended" sets such as ''double-nine'' have been introduced to increase the number of dominoes available, which allows larger hands and more players in a game. Muggins, Mexican Train, and Chicken Foot are very popular domino games. Texas 42 is a domino game more similar in its play to a "trick-taking" card game. Variations of traditional dominoes abound: Triominoes are similar in theory but are triangular and thus have three values per tile. Similarly, a game known as Quad-Ominos uses four-sided tiles. Some other games use tiles in place of cards; Rummikub is a variant of the Rummy card game family that uses tiles numbered in ascending rank among four colors, very similar in makeup to a 2-deck "pack" of Anglo-American playing cards.
Mahjong Mahjong or mah-jongg (English pronunciation: ) is a tile-based game that was developed in the 19th century in China and has spread throughout the world since the early 20th century. It is commonly played by four players (with some three-play ...
is another game very similar to Rummy that uses a set of tiles with card-like values and art. Lastly, some games use graphical tiles to form a board layout, on which other elements of the game are played. Settlers of Catan and Carcassonne are examples. In each, the "board" is made up of a series of tiles; in Settlers of Catan the starting layout is random but static, while in Carcassonne the game is played by "building" the board tile-by-tile. Hive, an abstract strategy game using tiles as moving pieces, has mechanical and strategic elements similar to chess, although it has no board; the pieces themselves both form the layout and can move within it.


Pencil and paper games

Pencil and paper games require little or no specialized equipment other than writing materials, though some such games have been commercialized as board games ('' Scrabble'', for instance, is based on the idea of a crossword puzzle, and tic-tac-toe sets with a boxed grid and pieces are available commercially). These games vary widely, from games centering on a design being drawn such as '' Pictionary'' and "connect-the-dots" games like sprouts, to letter and word games such as '' Boggle'' and '' Scattergories'', to solitaire and logic puzzle games such as Sudoku and crossword puzzles.


Guessing games

A guessing game has as its core a piece of information that one player knows, and the object is to coerce others into guessing that piece of information without actually divulging it in text or spoken word.
Charades Charades (, ). is a parlor game, parlor or party game, party word game, word guessing game. Originally, the game was a dramatic form of literary charades: a single person would act out each syllable of a word or phrase in order, followed by the w ...
is probably the most well-known game of this type, and has spawned numerous commercial variants that involve differing rules on the type of communication to be given, such as '' Catch Phrase'', '' Taboo'', '' Pictionary'', and similar. The genre also includes many game shows such as '' Win, Lose or Draw'', '' Password'' and ''
$25,000 Pyramid ''Pyramid'' is the collective name of a series of American television game shows that has aired several versions domestically and internationally. The original series, ''The $10,000 Pyramid'', debuted on March 26, 1973, and spawned seven subsequ ...
''.


Video games

Video games are computer- or microprocessor-controlled games. Computers can create virtual spaces for a wide variety of game types. Some video games simulate conventional game objects like cards or dice, while others can simulate environs either grounded in reality or fantastical in design, each with its own set of rules or goals. A computer or video game uses one or more input devices, typically a button/
joystick A joystick, sometimes called a flight stick, is an input device consisting of a stick that pivots on a base and reports its angle or direction to the device it is controlling. A joystick, also known as the control column, is the principal cont ...
combination (on
arcade games An arcade game or coin-op game is a coin-operated entertainment machine typically installed in public businesses such as restaurants, bars and amusement arcades. Most arcade games are presented as primarily games of skill and include arcade v ...
); a keyboard,
mouse A mouse ( : mice) is a small rodent. Characteristically, mice are known to have a pointed snout, small rounded ears, a body-length scaly tail, and a high breeding rate. The best known mouse species is the common house mouse (''Mus musculus' ...
or trackball (
computer games A personal computer game, also known as a PC game or computer game, is a type of video game played on a personal computer (PC) rather than a video game console or arcade machine. Its defining characteristics include: more diverse and user-deter ...
); or a controller or a motion sensitive tool ( console games). More esoteric devices such as paddle controllers have also been used for input. There are many genres of video game; the first commercial video game, '' Pong'', was a simple simulation of table tennis. As processing power increased, new genres such as adventure and action games were developed that involved a player guiding a character from a third person perspective through a series of obstacles. This "real-time" element cannot be easily reproduced by a board game, which is generally limited to "turn-based" strategy; this advantage allows video games to simulate situations such as combat more realistically. Additionally, the playing of a video game does not require the same physical skill, strength or danger as a real-world representation of the game, and can provide either very realistic, exaggerated or impossible physics, allowing for elements of a fantastical nature, games involving physical violence, or simulations of sports. Lastly, a computer can, with varying degrees of success, simulate one or more human opponents in traditional table games such as chess, leading to simulations of such games that can be played by a single player. In more open-ended computer simulations, also known as sandbox-style games, the game provides a virtual environment in which the player may be free to do whatever they like within the confines of this universe. Sometimes, there is a lack of goals or opposition, which has stirred some debate on whether these should be considered "games" or "toys". (Crawford specifically mentions Will Wright's '' SimCity'' as an example of a toy.)


Online games

Online games have been part of culture from the very earliest days of networked and
time-share A timeshare (sometimes called vacation ownership) is a property with a divided form of ownership or use rights. These properties are typically resort condominium units, in which multiple parties hold rights to use the property, and each own ...
d computers. Early commercial systems such as Plato were at least as widely famous for their games as for their strictly educational value. In 1958, '' Tennis for Two'' dominated Visitor's Day and drew attention to the
oscilloscope An oscilloscope (informally a scope) is a type of electronic test instrument that graphically displays varying electrical voltages as a two-dimensional plot of one or more signals as a function of time. The main purposes are to display repetiti ...
at the Brookhaven National Laboratory; during the 1980s, Xerox PARC was known mainly for '' Maze War'', which was offered as a hands-on demo to visitors. Modern online games are played using an Internet connection; some have dedicated client programs, while
others Others or The Others may refer to: Fictional characters * Others (A Song of Ice and Fire), Others (''A Song of Ice and Fire''), supernatural creatures in the fictional world of George R. R. Martin's fantasy series ''A Song of Ice and Fire'' * Ot ...
require only a web browser. Some simpler browser games appeal to more casual gaming demographic groups (notably older audiences) that otherwise play very few video games.


Role-playing games

Role-playing games, often abbreviated as RPGs, are a type of game in which the participants (usually) assume the roles of characters acting in a fictional setting. The original role playing games – or at least those explicitly marketed as such – are played with a handful of participants, usually face-to-face, and keep track of the developing fiction with pen and paper. Together, the players may collaborate on a story involving those characters; create, develop, and "explore" the setting; or vicariously experience an adventure outside the bounds of everyday life. Pen-and-paper role-playing games include, for example, '' Dungeons & Dragons'' and '' GURPS''. The term ''role-playing game'' has also been appropriated by the video game industry to describe a genre of video games. These may be single-player games where one player experiences a programmed environment and story, or they may allow players to interact through the internet. The experience is usually quite different from traditional role-playing games. Single-player games include '' Final Fantasy'', '' Fable'', '' The Elder Scrolls'', and '' Mass Effect''. Online multi-player games, often referred to as Massively Multiplayer Online role playing games, or MMORPGs, include '' RuneScape'', '' EverQuest 2'', '' Guild Wars'', '' MapleStory'', '' Anarchy Online'', and ''
Dofus ''Dofus'' is a tactical turn-based massively multiplayer online role-playing game (MMORPG) developed and published by Ankama Games, a French computer game manufacturer. Originally released solely in French, it has since been translated into many ...
''. , the most successful MMORPG has been '' World of Warcraft'', which controls the vast majority of the market.


Business games

Business games can take a variety of forms, from interactive board games to interactive games involving different props (balls, ropes, hoops, etc.) and different kinds of activities. The purpose of these games is to link to some aspect of organizational performance and to generate discussions about business improvement. Many business games focus on organizational behaviors. Some of these are computer simulations while others are simple designs for play and debriefing. Team building is a common focus of such activities.


Simulation

The term "game" can include simulation or re-enactment of various activities or use in "real life" for various purposes: e.g., training, analysis, prediction. Well-known examples are war games and role-playing. The root of this meaning may originate in the human prehistory of games deduced by anthropology from observing
primitive culture ''Primitive Culture'' is an 1871 book by Edward Burnett Tylor. In his book, Tylor debates the relationship between "primitive" societies, and "civilized" societies, a key theme in 19th century anthropological literature. Evolutionism Tylor's w ...
s, in which children's games mimic the activities of adults to a significant degree:
hunting Hunting is the human activity, human practice of seeking, pursuing, capturing, or killing wildlife or feral animals. The most common reasons for humans to hunt are to harvest food (i.e. meat) and useful animal products (fur/hide (skin), hide, ...
, warring, nursing, etc. These kinds of games are preserved in modern times.


See also

* Game club *
Gamer A gamer is a proactive hobbyist who plays interactive games, especially video games, tabletop role-playing games, and skill-based card games, and who plays for usually long periods of time. Some gamers are competitive, meaning they routinely ...
*
Girls' games and toys Girls' toys and games are toys and games specifically target market, targeted at girls by the toy industry. They may be traditionally associated either exclusively or primarily with girls by adults and used by girls as an expression of identity ...
* History of games * Learning through play * List of games * Ludibrium * Ludology * Ludomania *
Mobile game A mobile game, or smartphone game, is a video game that is typically played on a mobile phone. The term also refers to all games that are played on any portable device, including from mobile phone (feature phone or smartphone), tablet, PDA to ...
* N-player game * Personal computer game


References


Further reading

* Avedon, Elliot; Sutton-Smith, Brian, ''The Study of Games''. (Philadelphia: Wiley, 1971), reprinted Krieger, 1979. {{Authority control 26th-century BC establishments Leisure activities