game is a structured game form, usually done for fun and sometimes used as an educational tool. The game differs from work, which is usually done for remuneration, and from art, which is more often the expression of aesthetic or ideological elements. However, the differences are unclear, and many games are also considered to be working (like professional sports players or audience games) or art (like jigsaw puzzles or games involving artistic layouts like Mahjong, solitaire, or some video games).
Games are sometimes played solely for entertainment, sometimes for accomplishments or prizes as well. They can be played alone, in teams, or online; by amateurs or by professionals. The players may have non-player viewers, such as when people are entertained by watching a chess championship. On the other hand, players in the game can be their own spectators as they play. Often, part of the entertainment for children playing games is deciding who becomes part of their audience and who is the player.
The main components of the game are goals, rules, challenges, and interactions. Games generally involve mental or physical stimulation, and often both. Many games help develop practical skills, serve as a form of exercise, or perform an educational, simulated, or psychological role.
Proven in the early 2600 BC, the game is a universal part of human experience and is present in all cultures. The Royal Game of Ur, Senet, and Mancala are some of the oldest known games.
Video Game
Definition
Ludwig Wittgenstein
Ludwig Wittgenstein is probably the first academic philosopher to discuss the definition of the word game. In his book Philosophical Investigations , Wittgenstein argues that game elements, such as games, rules, and competition, all fail to determine what the game is. From this, Wittgenstein concludes that people apply the term "game" to different human activities that only have one another what might be called family resemblance. As the following game definition shows, this conclusion is not the last and now many philosophers, like Thomas Hurka, think Wittgenstein is wrong and that the definition of Bernard Suits is a good answer to this problem.
Roger Caillois
The French sociologist Roger Caillois, in his book Les Jeux et les hommes, defines a game as an activity that should have the following characteristics:
- fun : activity selected for its light character
- separate : it is limited in time and place
- uncertain : result of activity unpredictable
- unproductive : participation does not achieve anything useful
- is governed by the rules : activity has rules that are different from everyday life
- fictitious : accompanied by awareness of different realities
Chris Crawford
Computer game designer Chris Crawford, founder of The Journal of Computer Game Design , has been trying to define the term game using a series of dichotomies:
- Creative expression is art if it is created for its own beauty, and entertainment if it is created for money.
- A piece of entertainment is toys if it's interactive. Movies and books are cited as an example of non-interactive entertainment.
- If there is no goal associated with the toy, it is the toy . (Crawford notes that by definition, (a) the toy can be a game element if the player creates a rule, and (b) The Sims and SimCity is a toy, not a game.) If you have a goal, the toy is a challenge .
- If the challenge does not have an "active agent against whom you are competing", that is the puzzle ; if any, it is conflict . (Crawford recognizes that this is a subjective test Video game with an algorithmic artificial intelligence can be played as a puzzle, this includes a pattern used to avoid ghosts in Pac-Man .
- Finally, if a player can only outrank an opponent, but not attack them to interfere with their performance, the conflict is competition . (Competition includes racing and figure skating.) However, if an attack is allowed, then the conflict qualifies as a game.
Thus, the definition of Crawford can be translated as: interactive activities, goal-oriented made for money, with active agents to play against, where players (including active agents) can interfere with each other.
Other definitions
- "The game is a system in which players engage in artificial conflicts, defined by rules, which produce calculated results." (Katie Salen and Eric Zimmerman)
- "The game is an art form in which participants, called players , make the decision to manage resources through game tokens in pursuit of goals." (Greg Costikyan) According to this definition, some "games" that do not involve choices, such as Chutes and Ladders, Candy Land, and War are technically nothing more than a slot machine.
- "Games are activity between two or more decision makers who are trying to achieve their goals within some restricting contexts. "(Clark C. Abt)
- "At the most basic level we can define the game as a voluntary control system exercise in which there is a conflict between forces, which are limited by procedures and rules to produce unbalanced results." (Elliot Avedon and Brian Sutton-Smith)
- "The game is a form of game with goals and structure." (Kevin J. Maroney)
- "to play games is to engage in activities directed toward special circumstances, using only the means permitted by certain rules, in which the manner permitted by rules is more limited in scope than if there were no rules, and where one the only reason to accept such restrictions is to allow such activities. "(Bernard's Clothing)
- "When you remove genre differences and technological complexity, all games have four defining characteristics: goals, rules, feedback systems, and voluntary participation." (Jane McGonigal)
Maps Game
Game elements and classification
The game can be marked with "what players do". This is often referred to as gameplay. The key key elements identified in this context are the tools and rules that define the context of the game as a whole.
Tools
Games are often grouped according to the components needed to play them (for example miniature, ball, card, board and chip, or computer). In places where the use of well-established skins, the ball has been a popular part of the game throughout recorded history, resulting in the popularity of ball games around the world such as rugby, basketball, soccer (football), cricket, tennis, and volleyball. Other tools are more idiosyncratic to a particular region. Many countries in Europe, for example, have a unique standard playing card deck. Other games such as chess can be tracked mainly through the development and evolution of game pieces.
Many game tools are tokens, meant to represent other things. Tokens can be pawns on the board, money play, or intangible items such as points printed.
Games such as hide and seek or tags do not use clear tools; rather, their interactivity is determined by the environment. Games with the same or similar rules may have different gameplay if the environment is changed. For example, hide and seek in a schoolhouse is different from the same game in the park; racing cars can be very different depending on the lane or road, even with the same car.
Rules
While games are often characterized by their tools, they are often defined by their rules. Although the rules are subject to variations and changes, sufficient changes in rules usually result in a "new" game. For example, baseball can be played with "real" balls or with wiffleballs. However, if the players decide to play only with three bases, they can be practically playing different games. There are exceptions to this because some games intentionally involve changes to their own rules, but even then there are often meta-rules that can not be changed.
The rules generally determine the timing system, player rights and responsibilities, and the goals of each player. Player rights can include when they can spend resources or move tokens. The general winning provisions are the first to collect certain point or token quotas (as in Settlers of Catan), have the largest number of tokens at the end of the game (as in Monopoly), or some person's token game relationship with their opponents (as in chess couplers ).
Skills, strategies, and opportunities
The tools and rules of the game will result in skills, strategies, luck, or a combination of them all, and are classified accordingly.
Skill games include physical skill games, such as wrestling, tug of war, hopscotch, target shooting, and betting, and mental skill games such as chess and chess. Strategy games include chess, chess, Go, arimaa, and tic-tac-toe, and often require special tools to play them. The game of opportunity includes gambling games (blackjack, mahjong, roulette, etc.), also snakes and ladders and stones, paper, scissors; most need equipment such as cards or dice. However, most games contain two or three of these elements. For example, soccer and American baseball involve both physical skills and strategy while tiddlywinks, poker, and monopoly combine strategies and opportunities. Many card games and boards combine all three; most trick-taking games involve mental skills, strategies, and opportunity elements, as do many of the strategic board games like Risk, Settlers of Catan, and Carcassonne.
Single player game
Most games require lots of players. However, a single player game is unique in terms of the types of challenges players face. Unlike games with multiple players competing with or against each other to achieve the goal of the game, a one-player game is a battle solely against environmental elements (artificial opponents), against own ability, against time, or against opportunities. Playing with yo-yo or playing against the wall is generally not recognized as a game due to the lack of a formidable opposition. Many games that are described as "single players" can be termed puzzles or recreations.
Multiplayer game
Multiplayer game is a multiplayer game, which may be an opponent or an independent team. Games with many independent players are difficult to analyze formally using game theory because players can form and change coalitions. The term "game" in this context can mean games that are actually played for entertainment, or competitive activity that can be explained in principle by mathematical game theory.
Game theory
John Nash proves that the game with some players has a stable solution as long as the inter-player coalition is not allowed. Nash won the Nobel Prize for economics for this important result that expands von Neumann's theory of zero-sum game. Nash's stable solution is known as Nash equilibrium.
If cooperation between players is allowed, then the game becomes more complex; many concepts have been developed to analyze the games. Although this has some partial successes in economics, politics and conflict, no good general theory has been developed.
In quantum game theory, it has been found that the introduction of quantum information into multiplayer games allows a new kind of balance strategy not found in traditional games. The player's preferred clip can have a contract effect by preventing players from taking advantage of what is known as betrayal .
Type
The game can take many forms, from competitive sports to board games and video games.
Sports
Many sports require specialized equipment and specialized game areas, leading to a much larger community engagement than a group of players. A city or city can set aside such resources for sports league organizations.
Popular sports may have entertained spectators just by watching the game. A community will often align itself with a local sports team that is considered representative (even if the team or most of its players have recently moved); they often adjust to their opponents or have traditional competition. The concept of fandom starts with sports fans.
Stanley Fish exemplifies the ball and baseball strikes as a real example of social construction, the operation of rules on game tools. While strike zone targets are governed by rules of the game, it symbolizes the category of things that exist only because people have agreed to treat them as real. No pitch is a ball or strike until it is labeled as such by an appropriate authority, a plate referee, whose judgment on this matter can not be challenged in the current game.
Certain competitive sports, such as racing and gymnastics, are not games with definitions like Crawford's (see above) - though including many in the Olympics - because competitors do not interact with their opponents; they only challenge each other in an indirect way.
Lawn Game
Game Lawn is an outdoor game that can be played on the page; grass areas that are trimmed (or alternately, on graded soil) are generally smaller than the sports field (pitch). Variations of many games traditionally played on the sports field are marketed as "lawn games" for home use on the front or back. Common grass games include horseshoes, wolves, croquettes, boce, grass bowls, and pegs.
Game table
Table games are games where the game elements are confined to a small area and require little physical activity, usually just placing, picking up and moving the game pieces. Most of these games are played on the table where the players sit and where the game elements are located. However, many games that fall into this category, especially party games, are more free in their games and can involve physical activity such as pantomime. However, these games do not require a large area to play it, great strength or stamina, or special equipment other than those in the box.
Games of agility and coordination
This game class includes any game involving skill elements related to hand skill or hand coordination, but excludes video game class (see below). Games such as jacks, paper football, and Jenga only require highly portable or improvised equipment and can be played on any flat surface, while other examples, such as pinball, billiards, air hockey, foosball, and table hockey require special tables or other standalone modules where the game is played. The emergence of home video game systems largely replaces some of them, such as table hockey, but air hockey, billiards, pinball and foosball remain a popular fixture in private and public game spaces. These and other games, as they require reflexes and coordination, are generally done worse by drunks but are unlikely to result in injury due to this; because the games are popular as drinking games. In addition, special drinking games such as quarters and beer pong also involve physical and popular coordination for similar reasons.
Board game
Board games are used as a central board tool in which player status, resources, and progress are tracked using a physical token. Many also involve dice or cards. Most games that simulate war are board games (although a large number of video games have been created to simulate strategic battles), and the board may be a map where token players move. Almost all board games involve "turn-based" play; one player contemplates and then moves, then the next player does the same, and the player can only act in turn. This goes against the "real-time" play as found in some card games, mostly sports and most video games.
Some games, such as Chess and Go, are entirely deterministic, relying only on elements of strategy for their interests. Such games are usually described as having "perfect information"; the only unknown is the exact thought process of one's opponent, not the result of an unknown event attached to the game (such as a sweepstakes card or a dice throw). Children's games, on the other hand, tend to be very luck-based, with games like Candy Land and Chutes and Ladders hardly having a decision to make. With some definitions, as by Greg Costikyan, they are not games because there are no decisions to make that affect the outcome. Many other games involving a high level of luck do not allow direct attacks between opponents; random events only determine the gain or loss in the current player standing in the game, which is independent of other players; The "game" is actually a "race" with a definition like Crawford's.
Most other board games combine strategies and luck factors; Backgammon games require players to decide the best strategic move based on the roll of two dice. Game trivia has a lot of randomness based on the questions one gets. German-style board games are notorious for often having a luck factor that is less than many board games.
Group board games include racing games, game-and-move, abstract strategy games, word games, and wargames, as well as trivia and other elements. Some board games go into several groups or combine elements from other genres: Cranium is one popular example, where players have to succeed in every four skills: art, live performances, trivia, and language.
Card game
Card games use a deck of cards as their primary tool. These cards can be standard card-playing cards (like for bridge, poker, Rummy, etc.), regional decks that use 32, 36 or 40 cards and different signs (such as for popular skating skating rink), a tarot deck of 78 cards (used in Europe to play a variety of trick-taking games collectively known as Tarot, Tarock or Tarocchi), or special deck for individual games (such as> Set or 1000 Blank White Cards). Uno and Rook are examples of games originally played with a standard deck and have since been commercialized with customized decks. Some collection card games such as Magic: The Gathering are played with a small number of cards that have been collected or purchased separately from the large set available.
Some board games include a stack of cards as game elements, usually for randomization or to track the progress of the game. Instead, some card games such as Cribbage use boards with movers, usually to store scores. The difference between the two genres in such cases depends on which element of the game is most important in the game; board games using cards for random actions can usually use some other randomization methods, while Cribbage can easily score on paper. These elements as used are only traditional and easiest methods to achieve their goals.
Dice game
The dice game uses a number of dice as its central element. Board games often use dice for randomizing elements, and thus any roll of the dice has a big impact on the outcome of the game, but the dice game is distinguished in that the dice does not determine the success or failure of some other elements of the game. game; they instead become the main indicator of one's position in the game. Popular dice games include Yahtzee , Farkle, Bunco, Dice Wild/Perudo, and Poker dice. Because the dice, by its natural nature, is designed to produce random numbers, these games typically involve high levels of luck, which can be directed to a certain extent by players through more strategic game elements and through the principle of probability theory. Such games are very popular as gambling games; Craps game is probably the most famous example, although the Wild dice and Poker dice were originally regarded as a gambling game.
Domino and tile games
Domino games are similar in many ways to card games, but the generic device is a collection of tiles called dominoes, which traditionally each have two ends, each with a number of dots, or "pips", and any combination of two possible final values as it appears on the tile is unique in the set. Games that are played with dominoes are mostly centered around playing dominoes from the player's "hands" to the matching end of another domino, and the object as a whole can always be able to make a drama, to make all open ends into specified or numerous numbers, or just play all the dominoes from one hand to the board. The set varies in the number of possible points at one end, and thus the number of combinations and pieces; the most common set historically is double-six , although in later times, "extended" sets like double-nine have been introduced to increase the number of dominoes available, which allowing bigger hands and more players in the game. Muggins, Mexican Train, and Chicken Foot are very popular dominoes. Texas 42 is a domino game that is more similar in its game with the game of "cheats".
The traditional domino variant is abundant: Triomino is similar in theory but triangular and thus has three values ââper plot. Similarly, games known as Quad-Ominos use four-sided tiles.
Some other games use tiles instead of cards; Rummikub is a variant of the Rummy card game family that uses numbered tiles in ascending rankings among four colors, very similar in makeup to a 2-deck "pack" of Anglo-American playing cards. Mahjong is another game that is very similar to Rummy who uses a set of tiles with values ââlike cards and art.
Finally, some games use graphical tiles to form the board layout, where other game elements are played. Settlers from Catan and Carcassonne are examples. In each, the "board" consists of a series of tiles; in Settlers of Catan the initial layout is random but static, while in Carcassonne the game is played with a "build" tile-by-tile board. Hive, an abstract strategy game using tiles as moving parts, has mechanical and strategic elements similar to chess, although it has no board; the pieces themselves form the layout and can move in it.
Pencil and paper game
Pencil and paper games require little or no special equipment other than writing material, although some such games have been commercialized as board games ( Scrabble , for example, based on the idea of ââcrosswords, and tic set -tac -toe with grid and commercially available box pieces). The game varies greatly, from game-centered designs such as Pictionary and "connect-the-dots" games like sprouts, letters and words like Boggle and > Scattergories , solitaire puzzle games and logic like Sudoku and crossword puzzles.
Game guess
The guess game has the essence of information known to one player, and the goal is to force others to guess the information without actually leaking it in spoken text or spoken words. Charades is probably the most famous game of this type, and has spawned many commercial variants involving different rules on the types of communications to be delivered, such as Catch Phrase , Taboo i>, Pictionary , and the like. This genre also includes many game events like Win, Lose or Draw , Password and Pyramid $ 25.000 .
Video game
Video games are computer-controlled games or microprocessors. Computers can create virtual spaces for different types of games. Some video games simulate conventional game objects such as cards or dice, while others can simulate either reality-based or fantastic environments in design, each with its own set of rules or targets.
A computer or video game uses one or more input devices, usually a key/joystick combination (in the arcade game); keyboard, mouse or trackball (computer games); or controller or motion sensitive device (game console). More esoteric devices such as rowing controllers have also been used for inputs.
There are many video game genres; the first commercial video game, Pong , was a simple simulation of table tennis. As processing power increases, new genres like adventure and action games are developed that involve players guiding characters from a third-person perspective through a series of obstacles. This "real-time" element can not be reproduced easily by board games, which are generally limited to "turn-based" strategies; This advantage allows video games to simulate situations like battles more realistically. Additionally, video game games do not require the same physical skills, strengths, or dangers as real-world representations of the game, and can provide very realistic, exaggerated, or impossible physics, allowing for fantastic natural elements, violent games physical, or sports simulation. Lastly, computers can, with varying degrees of success, simulate one or more human enemies in traditional table games such as chess, leading to simulations of such games that can be played by single players.
In a more open computer simulation, also known as a sandbox style game, this game provides a virtual environment where players may be free to do whatever they like within the boundaries of this universe. Sometimes, there is a lack of goals or opposition, which has aroused debate over whether this should be considered a "game" or a "toy". (Crawford specifically mentions Will Wright SimCity as an example of a toy.)
Online game
Online games have become part of the culture of the earliest days of networking and computer time together. Early commercial systems like Plato are at least as famous as their game because of their strict educational value. In 1958, Tennis for Two dominated Visitor's Day and drew attention to an oscilloscope at Brookhaven National Laboratory; during the 1980s, Xerox PARC was known primarily for Maze War, which was offered as a live demo to visitors.
Modern online games are played using an Internet connection; some have special client programs, while others only require a web browser. Some of the simpler browser games appeal to demographic groups (especially women and middle-aged) who instead play very few video games.
role-playing game
The role-playing game, often abbreviated as RPG, is a type of game in which the participants (usually) assume the role of characters acting in a fictional setting. The original role of playing the game - or at least being marketed explicitly like that - is played with some participants, usually face-to-face, and tracks the growing fiction with pen and paper. Together, players can collaborate in a story that involves the characters; create, develop, and "explore" settings; or experience adventure beyond the borders of everyday life. The role-pen-and-paper play includes, for example, Dungeons & amp; Dragons and GURPS .
The term role-playing game has also been adapted by the video games industry to describe the video game genre. This may be a single player game where one player experiences a programmable environment and story, or they allow players to interact via the internet. This experience is usually very different from traditional role-playing games. Single-player games include Final Fantasy , Fable , The Elder Scrolls , and Mass Effect . Online multiplayer games, often referred to as Massively Multiplayer online role play, or MMORPG, including RuneScape , Everquest 2 , Guild War , MapleStory , Anarchy Online , and Dofus . In 2009, the most successful MMORPG was World of Warcraft , which controls most of the market.
Business game
Business games can take many forms, from interactive board games to interactive games involving a variety of props (balls, ropes, circles, etc.) and various types of activities. The purpose of the game is to link to some aspects of organizational performance and to generate discussion about business improvement. Many business games focus on organizational behavior. Some of these are computer simulations while others are simple designs for play and frequently asked questions. Team building is a common focus of such activities.
Simulation
The term "game" may include simulating or re-enacting various activities or use in "real life" for various purposes: for example, training, analysis, prediction. Notable examples are war games and role playing. The roots of this meaning may stem from the prehistoric human games that are deduced by anthropology from observing primitive cultures, where children's play mimics adult activity to significant levels: hunting, battle, breastfeeding, etc. This type of game is maintained in modern times.
See also
- Game classification
- Game club
- Game theory
- Game players
- Girls games and toys
- Game history
- Lawn Game
- Learn through play
- Game list
- Ludibrium
- Ludologi
- Ludomania
- Mobile games
- N-player Game
- Personal computer games
References
Further reading
- Avedon, Elliot; Sutton-Smith, Brian, The Study of Games . (Philadelphia: Wiley, 1971), reprinted Krieger, 1979. ISBNÃ, 0-89874-045-2
Source of the article : Wikipedia