Game

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Ancient Egyptian senet game board inscribed for Amenhotep III with separate sliding drawer, from 1390 to 1353 BC, made of glazed faience, dimensions: 5.5 × 7.7 × 21 cm, in the Brooklyn Museum (New York City).

A game is a structured type of

solitaire, 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 present rules for the player to follow.

Key components of games are goals,

psychological
role.

Attested as early as 2600 BC,[2][3] 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.[4]

Definitions

Ludwig Wittgenstein

Ludwig Wittgenstein was probably the first academic philosopher to address the definition of the word game. In his Philosophical Investigations,[5] 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.[6]

Roger Caillois

French sociologist Roger Caillois, in his book Les jeux et les hommes (Games and Men)(1961),[7] 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.[8] Using a series of dichotomies:

  1. Creative expression is art if made for its own beauty, and entertainment if made for money.
  2. A piece of entertainment is a
    interactive
    . Movies and books are cited as examples of non-interactive entertainment.
  3. 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.
  4. 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. Video games with noticeably algorithmic artificial intelligence can be played as puzzles; these include the patterns used to evade ghosts in Pac-Man.)
  5. 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

  • "Voluntary effort to overcome unnecessary obstacles." Bernard Suits[9]
  • "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." (
    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)[11]
  • "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)[12]
  • "A game is an activity among two or more independent decision-makers seeking to achieve their objectives in some limiting context." (Clark C. Abt)[13]
  • "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)[14]
  • "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)[15]
  • "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)[16]

Gameplay elements and classification

Games can be characterized by "what the player does".[8] 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

checkers
pieces.

Games are often

soccer (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

auto race can be radically different depending on the track or street
course, even with the same cars.

Rules and aims

Games are often characterized by their tools and rules. While rules are

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
-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.

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
). 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 is not alone sufficient to win the game.

An aim identifies a

necessary condition for permissible action.[18] 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
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.

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 puzzles or recreations.

Multiplayer games

The Card Players by Lucas van Leyden (1520) depicting a multiplayer card game

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 as the players may form and switch coalitions.[20] 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

zero-sum games. Nash's stable solution is known as the Nash equilibrium.[21]

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.[21]

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.[22]

Types

Tug of war is an easily organized, impromptu game that requires little equipment.

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

Sports

Association football is a popular sport worldwide.

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

fandom
began with sports fans.

Lawn games

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

quarters and beer pong
also involve physical coordination and are popular for similar reasons.

Board games

Parcheesi is an American adaptation of a Pachisi, originating in India.

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 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

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.[10]
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

German-style board games
are notable for often having rather less of a luck factor than many board games.

Board game groups include

Cranium
is one popular example, where players must succeed in each of four skills: artistry, live performance, trivia, and language.

Card games

Playing Cards, by Theodoor Rombouts, 17th century

Card games use a deck of cards as their central tool. These cards may be a standard

Set or 1000 Blank White Cards). 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 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

Students using dice to improve numeracy skills. They roll three dice, then use basic math operations to combine those into a new number which they cover on the board. The goal is to cover four squares in the row.

Dice games use a number of

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

Texas 42 is a domino game more similar in its play to a "trick-taking" card game
.

Variations of traditional dominoes abound:

Quad-Ominos
uses four-sided tiles.

Some other games use tiles in place of cards;

playing cards. Mahjong 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 (

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.

$25,000 Pyramid
.

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

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.

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 video games, such as sandbox games, a virtual environment is provided in which the player may be free to do whatever they like within the confines of a particular game's 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.)[8]

Online games

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 more casual game-playing demographic groups (notably older audiences) that otherwise play very few video games.[23]

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

EverQuest 2, Guild Wars, MapleStory, Anarchy Online, and Dofus. As of 2009, the most successful MMORPG has been World of Warcraft, which controls the vast majority of the market.[24]

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

primitive cultures, in which children's games mimic the activities of adults to a significant degree: hunting, warring, nursing, etc. These kinds of games are preserved in modern times.[original research?
]

See also

  • Game club
     – Association of people united by a common interest or goal
  • Game mechanics – Construct, rule, or method designed for interaction with a game's state
  • Gamer – Hobbyist who plays video games
  • Girls' games and toys
     – Subset of toy and games that appeal to female children
  • History of games
  • Learning through play – Concept in education and psychology
  • List of games
     – Overview of and topical guide to games
  • Ludeme – Basic unit of play
  • Ludibrium – Latin word
  • Ludology
     – Study of games and the act of playing them
  • Ludomania
     – Repetitive gambling despite demonstrable harm and adverse consequences
  • Mobile game – Video game played on a mobile device
  • N-player game – a game with n-players, typically used in contrast to 2-player games
  • Personal computer game
     – Electronic game played on a personal computer

References

  1. ^ "Definition of GAME". Merriam-Webster. Retrieved 7 May 2017.
  2. ^ Soubeyrand, Catherine (2000). "The Royal Game of Ur". The Game Cabinet. Retrieved 5 October 2008.
  3. ^ Green, William (19 June 2008). "Big Game Hunter". 2008 Summer Journey. Time. Archived from the original on 20 June 2008. Retrieved 5 October 2008.
  4. ^ "History of Games". MacGregor Historic Games. 2006. Retrieved 5 October 2008.
  5. .
  6. ^ "Was Wittgenstein Wrong About Games?". Nigel Warburton. 2007. Retrieved 28 June 2013.
  7. ^ Caillois, Roger (1957). Les jeux et les hommes. Gallimard.
  8. ^ .
  9. ^ Ross, Greg (4 June 2018). "Podcast Episode 203: Notes and Queries". Futility Closet. Retrieved 25 December 2023.
  10. ^ a b Costikyan, Greg (1994). "I Have No Words & I Must Design". Archived from the original on 12 August 2008. Retrieved 17 August 2008.
  11. ^ Maroney, Kevin (2001). "My Entire Waking Life". The Games Journal. Archived from the original on 21 November 2008. Retrieved 17 August 2008.
  12. .
  13. .
  14. .
  15. .
  16. .
  17. .
  18. ^ .
  19. ^ Kemp, Gary (2007). "Assertion as a practice". Truth and Speech Acts: Studies in the Philosophy of Language.
  20. .
  21. ^ .
  22. .
  23. .
  24. ^ Woodcock, Bruce Sterling (2008). "An Analysis of MMOG Subscription Growth". Retrieved 16 November 2008.
  25. ^ "Roleplay Simulation for Teaching and Learning". Archived from the original on 5 February 2008.
  26. ^ "Roleplay Simulation Gamer Site". Playburg.com. Retrieved 29 July 2009.

Further reading