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An 1895 painting by depicting a. A game is a structured form of, usually undertaken for and sometimes used as an tool. Games are distinct from, which is usually carried out for, and from, which is more often an expression of aesthetic or ideological elements. However, the distinction is not clear-cut, and many games are also considered to be work (such as players of spectator sports or games) or art (such as or games involving an artistic layout such as,, or some ). Games are sometimes played purely for entertainment, 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.

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.

Key components of games are goals,,, and. Games generally involve mental or physical stimulation, and often both. Many games help develop practical, serve as a form of, or otherwise perform an,, or role.

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Attested as early as 2600 BC, games are a universal part of human experience and present in all cultures. The,, and are some of the oldest known games. Contents • • • • • • • • • • • • • • • • • • • • • • • • • • • • • Definitions Look up in Wiktionary, the free dictionary. Ludwig Wittgenstein was probably the first academic philosopher to address the definition of the word game. In his, Wittgenstein argued that the elements of games, such as, rules, and, 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.

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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 ' definition is a good answer to the problem. A selection of pieces from different games. From top: pawns,, tokens,, Monopoly hotels, and pieces. Games are often classified by the components required to play them (e.g., a,,, or a ). In places where the use of is well established, the ball has been a popular game piece throughout recorded history, resulting in a worldwide popularity of ball games such as,,,,, and.

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Other tools are more idiosyncratic to a certain region. Many countries in Europe, for instance, have unique standard decks of. Other games such as 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,, or an intangible item such as a point scored.

Games such as or do not use any obvious tool; rather, their 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 building differs from the same game in a; an can be radically different depending on the or 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, enough change in the rules usually results in a 'new' game. For instance, can be played with 'real' baseballs or with. 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 -rules. Rules generally determine, 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 ), having the greatest number of tokens at the end of the game (as in ), or some relationship of one’s game tokens to those of one’s opponent (as in chess's ). Skill, strategy, and chance A game’s tools and rules will result in its requiring,,, or a combination thereof, and are classified accordingly. Include games of physical skill, such as,,,, and, and games of mental skill such as and. Include checkers, chess,,, and, and often require special equipment to play them. Include gambling games (,,, etc.), as well as and; most require equipment such as cards. However, most games contain two or all three of these elements.

For example, and involve both physical skill and strategy while,, and combine strategy and chance. Many card and board games combine all three; most involve mental skill, strategy, and an element of chance, as do many strategic board games such as,, and. 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 or playing against a wall is not generally recognized as playing a game due to the lack of any formidable 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 recreations. 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 or may set aside such resources for the organization of sports leagues. Popular sports may have 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 began with sports fans. Cited [ ] the balls and strikes of baseball as a clear example of, the operation of rules on the game's tools.

While the 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 or a until it has been labeled as such by an appropriate authority, the plate, whose judgment on this matter cannot be challenged within the current game. Certain competitive sports, such as and, are not games by definitions such as Crawford's (see above) – despite the inclusion of many in the – because competitors do not interact with their opponents; they simply challenge each other in indirect ways. Lawn games are outdoor games that can be played on a; an area of mowed grass (or alternately, on graded soil) generally smaller than a 'field'. Variations of many games that are traditionally played on a are as 'lawn games' for home use in a front or back yard. Common lawn games include,,,,, and. Tabletop games.

Main article: A tabletop game generally refers to any game where the elements of play are confined to a small area and that require little physical exertion, usually simply placing, 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, particularly, are more free-form in their play and can involve physical 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 stamina, or specialized equipment other than what comes in the box (games sometimes require 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 relates to manual dexterity or hand-eye coordination, but excludes the class of video games (see below). Games such as,, and require only very portable or improvised equipment and can be played on any flat level surface, while other examples, such as,,,, and require specialized tables or other self-contained modules on which the game is played.

The advent of home video game systems largely replaced some of these, such as table hockey, however air hockey, billiards, pinball and foosball remain popular fixtures in private and public game rooms. These games and others, as they require reflexes and coordination, are generally performed more poorly by intoxicated persons but are unlikely to result in injury because of this; as such the games are popular as. In addition, dedicated drinking games such as and also involve physical coordination and are popular for similar reasons.

Main article: 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 or cards. Most games that simulate war are board games (though a large number of 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 and, are entirely deterministic, relying only on the strategy element for their interest. Ghostreader 1 6 5k Walk.

Such games are usually described as having '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 luck-based, with games such as and having virtually no decisions to be made. By some definitions, such as that by, they are not games since there are no decisions to make which affect the outcome.

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 requires players to decide the best strategic move based on the roll of two. Trivia games have a great deal of randomness based on the questions a person gets.

Are notable for often having rather less of a luck factor than many board games. Board game groups include, games,,, and, as well as and other elements. Some board games fall into multiple groups or incorporate elements of other genres: is one popular example, where players must succeed in each of four skills: artistry, live performance, trivia, and language. Playing Cards, by, 17th century Card games use a deck of cards as their central tool.

These cards may be a standard (52-card) deck of (such as for,,, etc.), a regional deck using 32, 36 or 40 cards and different suit signs (such as for the popular German game ), a of 78 cards (used in Europe to play a variety of collectively known as Tarot, Tarock or Tarocchi games), or a deck specific to the individual game (such as or ). And are examples of games that were originally played with a standard deck and have since been commercialized with customized decks. Some such as 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 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. Students in 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 on the board. The goal is to cover four squares in the row.

Dice games use a number of 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 game; they instead are the central indicator of the person's standing in the game. Popular dice games include,,, /, and. As dice are, by their very nature, designed to produce, 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. Such games are thus popular as gambling games; the game of is perhaps the most famous example, though Liar's dice and Poker dice were originally conceived of as gambling games. Domino and tile games.

Main articles: and Domino games are similar in many respects to card games, but the generic device is instead a set of tiles called, which traditionally each have two ends, each with a given number of dots, or 'pips', and each combination of two possible end values as it appears on a tile is unique in the set. The games played with dominoes largely center around playing a domino from the player's 'hand' onto 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 multiple, or simply to play all dominoes from one's hand onto the board. Sets vary in 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 recent times 'extended' sets such as double-nine have been introduced to increase the number of dominoes available, which allows larger hands and more players in a game.,, and are very popular domino games.

Is a domino game more similar in its play to a 'trick-taking'. Variations of traditional dominoes abound: are similar in theory but are triangular and thus have three values per tile. Similarly, a game known as uses four-sided tiles.

Some other games use tiles in place of cards; is a variant of the card game family that uses tiles numbered in ascending rank among four colours, very similar in makeup to a 2-deck 'pack' of Anglo-American. Is another game very similar to 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.

And 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., an abstract strategy game using tiles as moving pieces, has mechanical and strategic elements similar to, 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 (, for instance, is based on the idea of a, and sets with a boxed grid and pieces are available commercially).

These games vary widely, from games centering on a design being drawn such as and 'connect-the-dots' games like, to letter and word games such as and, to solitaire and logic puzzle games such as and. Guessing games. See also: Video games are - or -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, typically a / combination (on ); a, or (); or a or a motion sensitive tool. More esoteric devices such as have also been used for input.

There are many genres of video game; the first commercial video game,, was a simple simulation of. 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, 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 whatever 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 considered 'games' or 'toys'. (Crawford specifically mentions 's as an example of a toy.) Online games. Main article: have been part of culture from the very earliest days of and computers. Borland Bde Download Free more. Early commercial systems such as were at least as widely famous for their games as for their strictly educational value.

In 1958, dominated Visitor's Day and drew attention to the at the; during the 1980s, was known mainly for, which was offered as a hands-on demo to visitors. Modern online games are played using an Internet connection; some have dedicated programs, while require only a. Some simpler browser games appeal to demographic groups (notably and the ) that otherwise play very few video games. [ ] Role-playing games. Main article: 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, and. The term role-playing game has also been appropriated by the video game industry to describe.

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 from traditional role-playing games. Single-player games include,,, and. Online multi-player games, often referred to as, or MMORPGs, include,,,,, and. As of 2009, the most successful MMORPG has been, which controls the vast majority of the market.

Business games. Main article: 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. Retrieved May 7, 2017.

• Soubeyrand, Catherine (2000)... Retrieved 2008-10-05. External link in publisher= () • Green, William (2008-06-19).. 2008 Summer Journey.. Retrieved 2008-10-05. Retrieved 2008-10-05. External link in publisher= () • (1953)..

Oxford: Blackwell.. Retrieved 2013-06-28. External link in publisher= () • (1957). Les jeux et les hommes. •; (2003).: Game Design Fundamentals.

Archived from on 2008-08-12. Retrieved 2008-08-17. Abt (1 January 1987).. University Press of America..

• Avedon, Elliot; (1971). The Study of Games. • Maroney, Kevin (2001).. The Games Journal. Retrieved 2008-08-17. • Suits, Bernard (1967).

'What Is a Game?' The University of Chicago Press.. • McGonigal, Jane (2011). Reality is Broken.

Penguin Books.. Archived from on 2008-08-12. Retrieved 2008-08-17. • Woodcock, Bruce Sterling (2008)..

Retrieved 2008-11-16. Archived from on 2008-02-05. Retrieved 2009-07-29. Further reading • Avedon, Elliot;, Brian, The Study of Games.

(Philadelphia: Wiley, 1971), reprinted Krieger, 1979.