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Game classification is the classification of games, forming a game taxonomy. Many different methods of classifying games exist.


Physical education

There are four basic approaches to classifying the games used in physical education: ;Game categories: This is a classification scheme proposed by Nicols, who classifies games according to three major categories: the game's physical requirements (i.e. what the game requires in addition to the players — equipment, size and nature of playing field, and so forth), the structure of the game (i.e. number of players, groupings of players, strategies, and so forth), and the game's personal requirements (i.e. what the game requires of the player — motor skills, fitness levels, numeracy, social skills, and so forth). ;Games for understanding: This is a classification scheme proposed by Werner and Alomond that classifies games according to their strategies. It divides games into target games (e.g.
archery Archery is the sport, practice, or skill of using a bow to shoot arrows.Paterson ''Encyclopaedia of Archery'' p. 17 The word comes from the Latin ''arcus'', meaning bow. Historically, archery has been used for hunting and combat. In m ...
); net or wall games (e.g. tennis); striking and field games (e.g.
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 ...
); and invasion games (e.g.
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 ...
). ;Core content: This is a classification scheme proposed by Allison and Barrett that categorizes games by their form (i.e. whether they are novel games proposed by the teacher or children, or whether they are existing games already widely played), by the movement skills that they require, by the "movement concepts" and game tactics that they require, and by the educational results of the game. ;Developmental games: This is a classification scheme proposed by Gallahue and Celand that classifies games into four developmental levels, as part of an overall educational strategy of applying, reinforcing, and implementing movement and sports skills. The levels, in ascending order, are "low-level", "complex", "lead-up", and "official sports".


Video games

There are several methods of classifying video games, alongside the system of video game genres commonly used by retailers and player communities. Solomon puts forward a "commonsense, but broad" classification of video games, into simulations (the game reflects reality), abstract games (the game itself is the focus of interest), and sports. In addition to these, he points out that games (in general, not just video games) fall into classes according to the number of players. Games with two players encompass board games such as chess. Games with multiple players encompass card games such as
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 marketed family games such as Monopoly and Scrabble. Puzzles and
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 ...
are one-player games. He also includes zero-player games, such as Conway's Game of Life, although acknowledging that others argue that such games do not constitute a game, because they lack any element of competition. He asserts that such zero-player games are nonetheless games because they are used recreationally. Another method, developed by Wright, divides games into the following categories: educational or informative, sports, sensorimotor (e.g.
action game An action game is a video game genre that emphasizes physical challenges, including hand–eye coordination and reaction-time. The genre includes a large variety of sub-genres, such as fighting games, beat 'em ups, shooter games, and platform gam ...
s, video games,
fighting Combat ( French for ''fight'') is a purposeful violent conflict meant to physically harm or kill the opposition. Combat may be armed (using weapons) or unarmed ( not using weapons). Combat is sometimes resorted to as a method of self-defense, or ...
and shoot 'em up games, and driving and
racing simulator Simulated racing or racing simulation, commonly known as simply sim racing, are the collective terms for racing game software that attempts to accurately simulate auto racing, complete with real-world variables such as fuel usage, damage, tire ...
s), other vehicular simulators (not covered by driving and racing), strategy games (e.g. adventure games, war games, strategic simulations, role-playing games, and puzzles), and "other". A third method, developed by Funk and Buchman, and refined by others, classifies electronic games into six categories: general entertainment (no fighting or destruction), educational (learning or problem-solving), fantasy violence (cartoon characters that must fight or destroy things, and risk being killed, to achieve a goal), human violence (like fantasy violence, but with human rather than cartoon characters), nonviolent sports (no fighting or destruction), and sports violence (fighting or destruction involved).


Classification by causes of uncertainty

Games can be categorized by the source of uncertainty which confront the players: * Chance *
Combinatorics Combinatorics is an area of mathematics primarily concerned with counting, both as a means and an end in obtaining results, and certain properties of finite structures. It is closely related to many other areas of mathematics and has many appl ...
(a large number of sequences of moves) * Different states of information among the players (each player knows only his own cards) Based on these three causes, three classes of games arise: * Combinatorial games * Games of bluffing and
strategy Strategy (from Greek στρατηγία ''stratēgia'', "art of troop leader; office of general, command, generalship") is a general plan to achieve one or more long-term or overall goals under conditions of uncertainty. In the sense of the "art ...
*
Games of chance A game of chance is in contrast with a game of skill. It is a game whose outcome is strongly influenced by some randomizing device. Common devices used include dice, spinning tops, playing cards, roulette wheels, or numbered balls drawn from ...


Game theory

Game theory classifies games according to several criteria: whether a game is a symmetric game or an asymmetric one, what a game's "sum" is ( zero-sum, constant sum, and so forth), whether a game is a sequential game or a simultaneous one, whether a game comprises
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 ...
or imperfect information, and whether a game is
determinate In logic and philosophy (especially metaphysics), a property is a characteristic of an object; a red object is said to have the property of redness. The property may be considered a form of object in its own right, able to possess other propertie ...
.


See also

*
Entertainment Software Rating Board The Entertainment Software Rating Board (ESRB) is a self-regulatory organization that assigns age and content ratings to consumer video games in the United States and Canada. The ESRB was established in 1994 by the Entertainment Software Asso ...
* Game of skill and Game of chance – another classification scheme * Video game genre


References


Further reading

* * * * * * * {{Cite journal , last=Hopper , first=Tim , last2=Rick Bell , title=Games classification system: Teaching strategic understanding and tactical awareness , url=http://www.educ.uvic.ca/Faculty/thopper/WEB/articles/Cahperd/gameclass.pdf , journal=Cahperd , volume=66 , issue=4 , pages=14–19 Game terminology Classification systems by subject