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A game is a structured or semi-structured activity, usually
undertaken for enjoyment and sometimes also used as an educational
tool. (The term "game" is also used to describe simulation of
various activities e.g., for the purposes of training, analysis or
prediction, etc., see "Game (simulation)".) Games are generally
distinct from work, which is usually carried out for remuneration,
and from art, which is more concerned with the expression of ideas.
However, the distinction is not clear-cut, and many games may also
be considered work and/or art. An example of a game is chess. You
use your brains to solve the game and win the game. Key components
of games are goals, rules, challenge, and interactivity. 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 role.
Known to have been played as far back as prehistoric times, games
are a universal part of the human culture, for all experiences,
genders and ages.
Contents
1 Definitions
2 Gameplay elements and classifications
2.1 Tools
2.2 Rules
2.3 Skill, strategy, and chance
2.4 Single-player games
3 Major types of games
3.1 Sports
3.2 Lawn games
3.3 Board games
3.4 Card games
3.5 Video games
3.6 Role-playing games
4 Animals and games
5 See also
5.1 Related topics
6 External links
7 Notes and references
Definitions
Look up game in
Wiktionary, the free dictionary.Ludwig Wittgenstein was probably the
first academic philosopher to address the definition of the word
game. In his Philosophical Investigations,[1] Wittgenstein
demonstrated that the elements of games, such as play, rules, and
competition, all fail to adequately define what games are. He
subsequently argued that the concept "game" could not be contained
by any single definition, but that games must be looked at as a
series of definitions that share a "family resemblance" to one
another.
French sociologist Roger Caillois, in his book Les jeux et les
hommes (Games and Men)Caillois, Roger (1957). Les jeux et les
hommes. Gallimard. , 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
governed by rules: the activity has rules that are different from
everyday life
fictitious: it is accompanied by the awareness of a different
reality
Computer game designer Chris Crawford attempted to define the term
game[2] using a series of dichotomies:
Creative expression is art if made for its own beauty, and
entertainment if made for money. (This is the least rigid of his
definitions. Crawford acknowledges that he often chooses a creative
path over conventional business wisdom, which is why he rarely
produces sequels to his games.)
A piece of entertainment is a plaything if it is interactive. 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; if there is one, it is a conflict. (Crawford admits that
this is a subjective test. Some 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, active agents to play against, which any
player (including active agents) could interfere one another, and
which is designed to make money for the creator.
Crawford also notes (ibid.) several other definitions:
“A form of play with goals and structure.” (Kevin Maroney)
“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)
“An activity with some rules engaged in for an outcome.” (Eric
Zimmerman)
Gameplay elements and classifications
Games can be characterized by "what the player does."[2] This is
often referred to as gameplay, a term that arose among computer game
designers in the 1980s but as of 2007 is starting to see use in
reference to games of other forms.[citation needed] Major key
elements identified in this context are tools and rules which define
the overall context of game and which in turn produce skill,
strategy, and chance.[clarify]
Tools
This section does not cite its references or sources.
Please help improve this article by introducing appropriate
citations. (help, get involved!)
Any material not supported by sources may be challenged and removed
at any time.
This article has been tagged since June 2006.
Games are often classified by the components required to play them
(e.g. 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 throughout recorded history, resulting in a
worldwide popularity of ball games such as rugby, 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 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 utilise any obvious tool.
Rather its 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 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.[citation needed] For instance, baseball can be played with
"real" baseballs or with whiffleballs. However, if the players
decide to play with only three bases, they are arguably playing a
different game.[citation needed]
Rules generally determine turn order, the rights and
responsibilities of the players, and each player’s goals. Player
rights may include when they may spend resources or move tokens.
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).
This section may stray from the topic of the article into the topic
of another article, Language.
Please help improve this section or discuss this issue on the talk
page. (help)
Ludwig Wittgenstein argued that language is a game consisting of
tokens governed by rough-and-ready rules that arise by convention
and are not strict.[1]
Skill, strategy, and chance
A game’s tools and rules will result in its requiring skill,
strategy, chance 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 include
checkers, chess, go, arimaa, and tic-tac-toe, and often require
special equipment to play them. Games of chance include gambling
games (blackjack, mah jong, roulette etc.), as well as snakes and
ladders and rock, paper, scissors; most require equipment such as
cards or dice. However, most games contain two or all three of these
elements. For example, American football and baseball involve both
physical skill and strategy while poker and Monopoly combine
strategy and chance.
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
recognised as playing a game due to the lack of any formidable
opposition. This is not true, though, for a single-player computer
game where the computer provides opposition.
Major types of games
See also: List of types of games
The following are the major groups of games, according to the nature
and the mechanics of the element of gameplay, and the technological
components aiding the process; there are the most competitive and
nowadays professionally oriented field of sports, the traditional
family-dedicated fun tabletop games with basic boards, tokens, cards
or dice, and the other technologically advanced computer-processed
video games.
Sports
Association football is a popular sport worldwide.Main article:
Sports
Sports are arguably the most popular type of game.[citation needed]
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
organisation 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.
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. While the strike zone target is governed
by the rules of the game, it epitomizes the 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
appropriate authority, the plate umpire, whose judgment on this
matter cannot be challenged within the current game.
Certain competitive sports, such as racing and gymnastics, are not
games by definitions such as Crawford’s (see above, despite the
inclusion of many in the Olympic Games) because competitors do not
interact with their opponents.
Lawn games
Main article: Lawn game
Lawn games are outdoor games that can be played on a lawn. 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 Horseshoes, Croquet, Bocce and Stake.
Board games
Parcheesi is a board game originating in India.Main article: Board
game
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 and/or cards. Most games that simulate war
are board games, and the board may be a map on which the players'
tokens move. Some games, such as chess, are entirely deterministic,
relying only on the strategy element for their interest. Children's
games, on the other hand, tend to be very luck-based, with games
such as Candy Land having virtually no decisions to be made. 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.
Card games
Main article: Card game
Card games use as a central tool a deck of cards. The cards may be a
standard Anglo-American (52-card) deck of playing cards (such as Go
Fish or Crazy Eights, or a deck specific to the individual game
(such as Set). 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 games
such as Magic: The Gathering are played with a small selection of
cards which have been collected or purchased individually from large
available sets.
Video games
Main article: Video game
Video games are computer- or microprocessor-controlled games.
Computers can create virtual tools to be used in a game, such as
cards or dice, or far more elaborate worlds where mundane or
fantastic things can be manipulated through gameplay.
A computer or video game uses one or more input devices, typically a
button/joystick combination (on arcade games); a keyboard, mouse
and/or trackball (computer games); or a controller or a motion
sensitive tool. (console games). More esoteric devices such as
paddle controllers have also been used for input. In computer games,
the evolution of user interfaces from simple keyboard to mouse,
joystick or joypad has profoundly changed the nature of game
development.[citation needed]
In more open-ended computer simulations, aka sandbox-style games,
notably those designed by Will Wright, the player may be free to do
whatever they like within the confines of the virtual universe. Due
to the lack of goals or opposition, it is disputed whether these
programs are games or toys. (Crawford specifically mentions Wright’s
SimCity as an example of a toy.
Role-playing games
Main article: Role-playing game
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 keeping 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 roleplaying games
include, for example, Dungeons & Dragons and GURPS. Modern
independent RPGs, however, often blur the line between RPGs and
board games or border on story-telling.
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 than
traditional role playing games. Single-player games include Final
Fantasy, Fable: The Lost Chapters, and Elder Scrolls. Online
multi-player games, often referred to as Massively Multiplayer
Online role playing games, or MMORPGs, include RuneScape, EverQuest
2, Guild Wars, and Anarchy Online. Currently, the most successful
MMO has been World of Warcraft, which controls the vast majority of
the market.
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