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Game From Wikipedia, the free encyclopedia Jump to: navigation, search For other uses, see Game

(disambiguation). "Sexual game" redirects here. For video games with sexual content, see Eroge. Page semi-protected Tug of war is an easily organized, impromptu game that requires little equipment . The Card Players, a 1895 painting by Paul Czanne depicting a game of cards. A game is structured playing, usually undertaken for enjoyment and sometimes use d as an educational tool. Games are distinct from work, which is usually carried out for remuneration, and from art, which is more often an expression of aesthe tic or ideological elements. However, the distinction is not clear-cut, and many games are also considered to be work (such as professional players of spectator sports/games) or art (such as jigsaw puzzles or games involving an artistic lay out such as Mahjong, solitaire, or some video games). Key components of games rally involve mental or velop practical skills, cational, simulational, are goals, rules, challenge, and interaction. Games gene physical stimulation, and often both. Many games help de serve as a form of exercise, or otherwise perform an edu or psychological role.

Attested as early as 2600 BC,[1][2] games are a universal part of human experien ce and present in all cultures. The Royal Game of Ur, Senet, and Mancala are som e of the oldest known games.[3] Contents 1 Definitions 1.1 Ludwig Wittgenstein 1.2 Roger Caillois 1.3 Chris Crawford 1.4 Other definitions 2 Gameplay elements and classification 2.1 Tools 2.2 Rules 2.3 Skill, strategy, and chance 2.4 Single-player games 3 Types 3.1 Sports 3.1.1 Lawn games 3.2 Tabletop games 3.2.1 Dexterity and coordination games 3.2.2 Board games 3.2.3 Card games 3.2.4 Dice games 3.2.5 Domino and tile games 3.2.6 Pencil and paper games 3.2.7 Guessing games 3.3 Video games 3.3.1 Online games 3.4 Role-playing games 3.5 Business games 3.6 Simulation 4 See also 5 References 6 Further reading Definitions

Look up game in Wiktionary, the free dictionary. Ludwig Wittgenstein Ludwig Wittgenstein was probably the first academic philosopher to address the d efinition of the word game. In his Philosophical Investigations,[4] Wittgenstein argued that the elements of games, such as play, rules, and competition, all fa il to adequately define what games are. From this, Wittgenstein concluded that p eople 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 philosopher s, like Thomas Hurka, think that Wittgenstein was wrong and that Bernard Suits' definition is a good answer to the problem. [5] Roger Caillois French sociologist Roger Caillois, in his book Les jeux et les hommes (Games and Men),[6] defined a game as an activity that must have the following characteris tics: 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 l ife fictitious: it is accompanied by the awareness of a different reality Chris Crawford Computer game designer Chris Crawford, founder of The Journal of Computer Game D esign, has attempted to define the term game[7] 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 if it is interactive. Movies and boo ks are cited as examples of non-interactive entertainment. If no goals are associated with a plaything, it is a toy. (Crawford notes th at 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 pl aything is a challenge. If a challenge has no "active agent against whom you compete," it is a puzzl e; 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 pl ayed 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. (Competitio ns 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[original research?]: an interactiv e, goal-oriented activity, with active agents to play against, in which players (including active agents) can interfere with each other. Other definitions "A game is a system in which players engage in an artificial conflict, defin ed by rules, that results in a quantifiable outcome." (Katie Salen and Eric Zimm erman)[8] "A game is a form of art in which participants, termed players, make decisio ns in order to manage resources through game tokens in the pursuit of a goal." ( Greg Costikyan)[9] According to this definition, some "games" that do not involv e choices, such as Chutes and Ladders, Candy Land, and War are not technically g

ames any more than a slot machine is. "A game is an activity among two or more independent decision-makers seeking to achieve their objectives in some limiting context." (Clark C. Abt)[10] "At its most elementary level then we can define game as an exercise of volu ntary control systems in which there is an opposition between forces, confined b y a procedure and rules in order to produce a disequilibrial outcome." (Elliot A vedon and Brian Sutton-Smith)[11] "A game is a form of play with goals and structure." (Kevin J. Maroney)[12] "to play a game is to engage in activity directed toward bringing about a sp eci?c state of affairs, using only means permitted by speci?c rules, where the m eans 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)[13] Gameplay elements and classification Games can be characterized by "what the player does."[7] This is often referred to as gameplay. Major key elements identified in this context are tools and rule s that define the overall context of game. Tools Games are often classified by the components required to play them (e.g. miniatu res, a ball, cards, a board and pieces, or a computer). In places where the use of leather is well established, the ball has been a popular game piece throughou t recorded history, resulting in a worldwide popularity of ball games such as ru gby, basketball, football, cricket, 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 pa wn on a board, play money, or an intangible item such as a point scored. Games such as hide-and-seek or tag do not utilise any obvious tool; rather, thei r interactivity is defined by the environment. Games with the same or similar ru les 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 rac e can be radically different depending on the track or street course, even with the same cars. Rules Whereas games are often characterized by their tools, they are often defined by their 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 pl ay 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-rules. Rules generally determine turn order, the rights and responsibilities of the pla yers, and each player s goals. Player rights may include when they may spend resou rces or move tokens. Common win conditions are being first to amass a certain qu ota 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 gam e tokens to those of one s opponent (as in chess's checkmate). 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, h opscotch, target shooting, and stake, and games of mental skill such as checkers and chess. Games of strategy include checkers, chess, go, arimaa, and tic-tac-t oe, and often require special equipment to play them. Games of chance include ga mbling games (blackjack, mah-jongg, roulette, etc.), as well as snakes and ladde rs and rock, paper, scissors; most require equipment such as cards or dice. Howe ver, most games contain two or all three of these elements. For example, America n football and baseball involve both physical skill and strategy while tiddlywin ks, poker, and Monopoly combine strategy and chance. Many card and board games c ombine 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 C atan, 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 pl ayers competing with or against each other to reach the game's goal, a one-playe r game is a battle solely against an element of the environment (an artificial o pponent), against one's own skills, against time, or against chance. Playing wit h a yo-yo or playing tennis against a wall is not generally recognized as playin g a game due to the lack of any formidable opposition. It is not valid to describe a computer game as single-player where the computer provides opposition. If the computer is merely record-keeping, then the game may be validly single-player. Many games described as "single-player" may be termed actually puzzles or recrea tions. Types See also: List of types of games Games can take a variety of forms, from competitive sports to board games and vi deo games. Sports Main article: Sport Association football is a popular sport worldwide. Many sports require special equipment and dedicated playing fields, leading to t he involvement of a community much larger than the group of players. A city or t own 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 repr esents 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. T he concept of fandom began with sports fans. Stanley Fish cited[citation needed] the balls and strikes of baseball as a clear example of social construction, the operation of rules on the game's tools. Whi le the strike zone target is governed by the rules of the game, it epitomizes th e category of things that exist only because people have agreed to treat them as real. No pitch is a ball or a strike until it has been labeled as such by an ap propriate authority, the plate umpire, whose judgment on this matter cannot be c hallenged within the current game. Certain competitive sports, such as racing and gymnastics, are not games by defi nitions such as Crawford's (see above) despite the inclusion of many in the Olym pic Games because competitors do not interact with their opponents; they simply challenge each other in indirect ways. Lawn games

Lawn games are outdoor games that can be played on a lawn; an area of mowed gras s (or alternately, on graded soil) generally smaller than a "field" or pitch. Va riations of many games that are traditionally played on a pitch are marketed as "lawn games" for home use in a front or back yard. Common lawn games include hor seshoes, sholf, croquet, bocce, lawn bowls, and stake. Tabletop games Main article: Tabletop game A tabletop game generally refers to any game where the elements of play are conf ined to a small area and that require little physical exertion, usually simply p lacing, picking up and moving game pieces. Most of these games are, thus, played at a table around which the players are seated and on which the game's elements are located. A variety of major game types generally fall under the heading of tabletop games. It is worth noting that many games falling into this category, p articularly party games, are more free-form in their play and can involve physic al activity such as mime, however the basic premise is still that the game does not require a large area in which to play it, large amounts of strength or stami na, or specialized equipment other than what comes in the box (games sometimes r equire additional materials like pencil and paper that are easy to procure). Dexterity and coordination games This class of games includes any game in which the skill element involved relate s 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 v ery portable or improvised equipment and can be played on any flat level surface , while other examples, such as pinball, billiards, air hockey, foosball, and ta ble hockey require specialized tables or other self-contained modules on which t he game is played. The advent of home video game systems largely replaced some o f these, such as table hockey, however air hockey, billiards, pinball and foosba ll remain popular fixtures in private and public game rooms. These games and oth ers, as they require reflexes and coordination, are generally performed more poo rly 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 drinkin g games such as quarters and beer pong also involve physical coordination and ar e popular for similar reasons. Board games Parcheesi is an American adaptation of a board game originating in India. Main article: Board game Board games use as a central tool a board on which the players' status, resource s, and progress are tracked using physical tokens. Many also involve dice and/or cards. Most games that simulate war are board games (though a large number of v ideo games have been created to simulate strategic combat; see "Video Games" bel ow), 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 tu rn. This is opposed to "real-time" play as is found in some card games, most spo rts and most video games. Some games, such as chess and Go, are entirely deterministic, relying only on th e strategy element for their interest. Such games are usually described as havin g "perfect information"; 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 lu ck-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 to effect the outcome.[1 4] 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 stan

ding of the current player within the game, which is independent of any other pl ayer; 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 dic e. 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 luc k factor than many board games. Board game groups include race games, roll-and-move games, abstract strategy gam es, word games, and wargames, as well as the trivia and German-style board games mentioned above. Some board games fall into multiple groups and even incorporat e elements of other genres: Cranium is one popular example, where players must s ucceed in each of four main skills: artistry, live performance, trivia, and lang uage skill. Card games Main article: Card game Further information: Collectible card game Card games use a deck of cards as their central tool. These cards may be a stand ard Anglo-American (52-card) deck of playing cards (such as for bridge, poker, R ummy, 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 of 78 cards (used in Eur ope to play a variety of trick-taking games collectively known as Tarot, Tarock, and/or Tarocchi games), or a deck specific to the individual game (such as Set or 1000 Blank White Cards). Uno and Rook are examples of games that were origina lly played with a standard deck and have since been commercialized with customiz ed decks. Some collectible card games such as Magic: The Gathering are played wi th 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 ran domization and/or to keep track of game progress. Conversely, some card games su ch as Cribbage use a board with movers, normally to keep score. The differentiat ion 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 u se some other method of randomization, while Cribbage can just as easily be scor ed on paper. These elements as used are simply the traditional and easiest metho ds to achieve their purpose. Dice games Main article: Dice game Students in Laos use dice to improve numeracy skills. They roll three dice, then use basic math operations to combine those into a new number which they cover o n the board. The goal is to cover four squares in the row. Dice games use a number of dice 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 g ame; 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 Pok er dice. As dice are, by their very nature, designed to produce apparently rando m numbers, these games usually involve a high degree of luck, which can be direc ted to some extent by the player through more strategic elements of play and thr ough 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 P oker dice were originally conceived of as gambling games. Domino and tile games Main articles: Tile-based game and Dominoes

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 end s, each with a given number of dots, or "pips", and each combination of two poss ible end values as it appears on a tile is unique in the set. The games played w ith dominoes largely center around playing a domino from the player's "hand" ont o 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 mult iple, or simply to play all dominoes from one's hand onto the board. Sets vary i n 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 rece nt times "extended" sets such as double-nine have been introduced to increase th e 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. Te xas 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 Q uad-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. Mah-J ongg is another game very similar to Rummy that uses a set of tiles with card-li ke values and art. Lastly, some games use graphical tiles to form a board layout, on which other el ements of the game are played. Settlers of Catan and Carcassonne are examples. I n each, the "board" is made up of a series of tiles; in Settlers of Catan the st arting 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 wri ting 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-tactoe sets with a boxed grid and pieces are available commercially). These games v ary 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 a nd Scattergories, to solitaire and logic puzzle games such as Sudoku and crosswo rd puzzles. Guessing games A guessing game has as its core a piece of information that one player knows, an d the object is to coerce others into guessing that piece of information without actually divulging it in text or spoken word. Charades is probably the most wel l-known game of this type, and has spawned numerous commercial variants that inv olve differing rules on the type of communication to be given, such as Catch Phr ase, Taboo, Pictionary, and similar. The genre also includes many game shows suc h as Win, Lose or Draw, Password and $25,000 Pyramid. Video games Main article: Video game See also: Electronic game Video games are computer- or te virtual spaces for a wide nventional game objects like ither grounded in reality or microprocessor-controlled games. Computers can crea variety of game types. Some video games simulate co cards or dice, while others can simulate environs e fantastical in design, each with its own set of rul

es or goals. A computer or video game uses one or more input devices, typically a button/joys tick combination (on arcade games); a keyboard, mouse and/or trackball (computer games); or a controller or a motion sensitive tool. (console games). More esote ric 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 s uch 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 genera lly limited to "turn-based" strategy; this advantage allows video games to simul ate situations such as combat more realistically. Additionally, the playing of a video game does not require the same physical skill, strength and/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 compute r 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 whatev er 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 c onsidered "games" or "toys". (Crawford specifically mentions Will Wright's SimCi ty as an example of a toy.)[7] Online games Main article: Online game From the very earliest days of networked and time-shared computers, online games have been part of the culture. Early commercial systems such as Plato were at l east as widely famous for their games as for their strictly educational value. I n 1958, Tennis for Two dominated Visitor's Day and drew attention to the oscillo scope at the Brookhaven National Laboratory; during the 1980s, Xerox PARC was kn own 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 require only a web browser. Some simpler browser games appeal to demographic groups (notably women and the middle-aged) that othe rwise play very few video games.[citation needed] Role-playing games Main article: Role-playing game Role-playing games, often abbreviated as RPGs, are a type of game in which the p articipants (usually) assume the roles of characters acting in a fictional setti ng. The original role playing games or at least those explicitly marketed as such ar e 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 collaborat e on a story involving those characters; create, develop, and "explore" the sett ing; or vicariously experience an adventure outside the bounds of everyday life. Pen-and-paper role-playing games include, for example, Dungeons & Dragons and G URPS. 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 fro m traditional role-playing games. Single-player games include Final Fantasy, Fab

le, The Elder Scrolls, and Mass Effect. Online multi-player games, often referre d to as Massively Multiplayer Online role playing games, or MMORPGs, include Run eScape, EverQuest 2, Guild Wars, MapleStory, Anarchy Online, and Dofus. As of 20 09, the most successful MMORPG has been World of Warcraft, which controls the va st majority of the market.[15] Business games Main article: Team building Business games can take a variety of forms, from interactive board games to inte ractive games involving different props (balls, ropes, hoops, etc.) and differen t kinds of activities. The purpose of these games is to link to some aspect of o rganizational performance and to generate discussions about business improvement . Many business games focus on organizational behaviors. Some of these are compu ter simulations while others are simple designs for play and debriefing. Team bu ilding is a common focus of such activities. Simulation Main article: Simulation game The term "game" can include simulation[16][17] or re-enactment of various activi ties or use in "real life" for various purposes: e.g., training, analysis, predi ction. Well-known examples are war games and roleplaying. The root of this meani ng may originate in the human prehistory of games deduced by anthropology from o bserving primitive cultures, in which children's games mimic the activities of a dults to a significant degree: hunting, warring, nursing, etc. These kinds of ga mes are preserved in modern times.[original research?] See also Portal icon Games portal Wikimedia Commons has media related to: Game Main article: Outline of games Game classification Game club Game theory Gamer Girls' games and toys History of games Lawn game Learning through play List of games Ludibrium Ludology References ^ Soubeyrand, Catherine (2000). "The Royal Game of Ur". The Game Cabinet. Re trieved 2008-10-05. ^ Green, William (2008-06-19). "Big Game Hunter". 2008 Summer Journey (Time) . Retrieved 2008-10-05. ^ "History of Games". MacGregor Historic Games. 2006. Retrieved 2008-10-05. ^ Wittgenstein, Ludwig (1953/2002). Philosophical Investigations. Oxford: Bl ackwell. ISBN 0-631-23127-7. ^ "Was Wittgenstein Wrong About Games?". Nigel Warburton. 2007. Retrieved 20 13-06-28. ^ Caillois, Roger (1957). Les jeux et les hommes. Gallimard. ^ a b c Crawford, Chris (2003). Chris Crawford on Game Design. New Riders. I SBN 0-88134-117-7. ^ Salen, Katie; Zimmerman, Eric (2003). Rules of Play: Game Design Fundament als. MIT Press. p. 80. ISBN 0-262-24045-9 ^ Costikyan, Greg (1994). "I Have No Words & I Must Design". Retrieved 200808-17

^ Serious Games. Viking Press. 1970. p. 6. ISBN 0-670-63490-5 ^ Avedon, Elliot; Sutton-Smith, Brian (1971). The Study of Games. J. Wiley. p. 405. ISBN 0-471-03839-3 ^ Maroney, Kevin (2001). My Entire Waking Life. The Games Journal. Retrieved 2008-08-17 ^ Suits, Bernard (1967). What Is a Game?. The University of Chicago Press. R etrieved 2013-06-27 ^ Costikyan, Greg (1994). "I Have No Words & I Must Design". Retrieved 200808-17 ^ Woodcock, Bruce Sterling (2008). "An Analysis of MMOG Subscription Growth" . Retrieved 2008-11-16. ^ "Roleplay Simulation for Teaching and Learning". Archived from the origina l on 2008-02-05. ^ "Roleplay Simulation Gamer Site". Playburg.com. Retrieved 2009-07-29. Further reading Avedon, Elliot; Sutton-Smith, Brian, The Study of Games. (Philadelphia: Wile y, 1971), reprinted Krieger, 1979. ISBN 0-89874-045-2 Categories: Games Leisure activities Navigation menu Create account Log in Article Talk Read View source View history Main page Contents Featured content Current events Random article Donate to Wikipedia Interaction Help About Wikipedia Community portal Recent changes Contact page Toolbox Print/export Languages ??????? Aragons Asturianu Bn-lm-g

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