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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 play usually undertaken for entertainment or fun, and sometimes used as an educational tool.[1] Many games are also considered to be work (such as professional players of spectator sports or video games) or art (such as games involving an artistic layout such as mahjong, solitaire, or some video games).

There are many types of games; popular formats include board games, video games, online games, and card games. Games can be played in a variety of circumstances, and some can be played even without any materials or company.[2] Games can be played either for enjoyment or for competition; they can be played alone or in teams; they can be played offline or online.

In a notable, competitive setting, players may have an audience to watch them play. Examples of games that generally draw audiences are chess championships, e-sports, and professional sports.

All games must have a challenge and a structure; barring certain exceptions like sandbox games, all games also have an objective. Multiplayer games also include interaction between two or more players. Not all forms of play are considered games; toys and puzzles, for instance, are not games, as they do not have a structure.

Games generally involve either mental stimulation, physical stimulation, or both. Many games help develop practical skills, serve as a form of exercise, or perform an educational, simulational, or psychological role.

Attested as early as 2600 BC,[3][4] 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.[5]

Definitions

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Ludwig Wittgenstein

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Ludwig Wittgenstein is well known in the history of philosophy for having addressed the definition of the word game. In his Philosophical Investigations,[6] 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.[7][2]

Roger Caillois

[edit]

French sociologist Roger Caillois, in his book Les jeux et les hommes (Games and Men)(1961),[8] 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

[edit]

Game designer Chris Crawford defined the term in the context of computers.[9] 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 plaything if it is 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

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  • "My conclusion is that to play a game is to engage in activity directed towards bringing about a specific state of affairs, using only means permitted by rules, where the rules prohibit more efficient in favour of less efficient means, and where such rules are accepted just because they make possible such activity." Bernard Suits[2]
    • Alternatively: "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)[10]
  • "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)[11] According to this definition, some "games" that do not involve choices, such as 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)[12]
  • "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)[13]
  • "A game is an activity among two or more independent decision-makers seeking to achieve their objectives in some limiting context." (Clark C. Abt)[14]
  • "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)[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

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Games can be characterized by "what the player does".[9] 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

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A selection of pieces from different games. From top: Chess pawns, marbles, Monopoly tokens, dominoes, Monopoly hotels, jacks and checkers pieces.

Games are often classified by the components required to play them (e.g., miniatures, 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, 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 their 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 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 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 and aims

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Games are often characterized by their tools and 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 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.[17][18] For most competitive games, the ultimate aim is winning: in this sense, checkmate is the aim of chess.[19] Common win conditions are being the 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). 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 sufficient condition for successful action, whereas the rule 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

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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, hopscotch, target shooting, 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, Mahjong, 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 tiddlywinks, poker, and Monopoly combine strategy and chance. Many card and board games combine 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 Catan, and Carcassonne.

Single-player games

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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

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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

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John Nash proved that games with several players have a stable solution provided that coalitions between players are disallowed. Nash won the Nobel Prize for economics for this important result which extended von Neumann's theory of 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

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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

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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 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.

Lawn games

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Lawn games are outdoor games that can be played on a lawn, an area of mowed grass (or alternately, on graded soil) generally smaller than a sports field (pitch). Variations of many games that are traditionally played on a sports field are marketed as "lawn games" for home use in a front or back yard. Common lawn games include horseshoes, sholf, croquet, bocce, and lawn bowls.

Tabletop games

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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

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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 jacks, paper football, and Jenga require only very portable or improvised equipment and can be played on any flat level surface, while other examples, such as pinball, billiards, air hockey, foosball, and table hockey, 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 drinking games. In addition, dedicated drinking games such as quarters and beer pong also involve physical coordination and are popular for similar reasons.

Board games

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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 chess and Go, are entirely deterministic, relying only on the strategy element for their interest. 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 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 which affect the outcome.[11] 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 backgammon requires players to decide the best strategic move based on the roll of two dice. 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.

Board game groups include race games, roll-and-move games, abstract strategy games, word games, and wargames, as well as trivia and other elements. Some board games fall into multiple groups or incorporate elements of other genres: Cranium is one popular example, where players must succeed in each of four skills: artistry, live performance, trivia, and language.

Card games

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"A group of men in 17th-century attire play cards at a table, surrounded by food and drink"
Playing Cards, by Theodoor Rombouts, 17th century

Card games use a deck of cards as their central tool. These cards may be a standard Anglo-American (52-card) deck of playing cards (such as for bridge, poker, Rummy, 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 Europe to play a variety of trick-taking games collectively known as Tarot, Tarock 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 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

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Students in Laos 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 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 game; 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 poker dice. As dice are, by their very nature, designed to produce 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

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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 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. Muggins, Mexican Train, and Chicken Foot are very popular domino games. Texas 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 Quad-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. 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

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Pencil and paper games require little or no specialized equipment other than writing 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-tac-toe sets with a boxed grid and pieces are available commercially). These games vary 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 and Scattergories, to solitaire and logic puzzle games such as Sudoku and crossword puzzles.

Guessing games

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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. Charades is probably the most well-known game of this type, and has spawned numerous commercial variants that involve differing rules on the type of communication to be given, such as Catch Phrase, Taboo, Pictionary, and similar. The genre also includes many game shows such as Win, Lose or Draw, Password and $25,000 Pyramid.

Video games

[edit]

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 input devices, typically a button/joystick combination (on arcade games); a keyboard, mouse 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.

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.)[9]

Online games

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Online games have been part of culture from the very earliest days of networked and time-shared computers. Early commercial systems such as Plato were at least as widely famous for their games as for their strictly educational value. In 1958, Tennis for Two dominated Visitor's Day and drew attention to the oscilloscope at the Brookhaven National Laboratory; during the 1980s, Xerox PARC was known 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 more casual game-playing demographic groups (notably older audiences) that otherwise play very few video games.[23]

Role-playing games

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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 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 from traditional role-playing games. Single-player games include Final Fantasy, Fable, The Elder Scrolls, and Mass Effect. Online multi-player games, often referred to as massively multiplayer online role playing games, or MMORPGs, include RuneScape, 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

[edit]

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

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The term "game" can include simulation[25][26] or re-enactment of various activities or use in "real life" for various purposes: e.g., training, analysis, prediction. Well-known examples are war games and role-playing. The root of this meaning may originate in the human prehistory of games deduced by anthropology from observing 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

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  • 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 – Someone who plays 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 – Game which can have any number of players
  • Personal computer game – Electronic game played on a personal computer

References

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Further reading

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Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
A game is a voluntary, rule-governed activity that unfolds within a defined and time, separate from , characterized by uncertainty of outcome, non-productivity in material terms, and a fictive or make-believe quality, pursued primarily for its own sake and the inherent enjoyment or tension it provides. This definition, drawing from foundational philosophical analyses, distinguishes games from mere play while encompassing diverse forms such as board , , and digital simulations. The history of games traces back to prehistoric and ancient civilizations, where they served recreational, ritualistic, and social purposes. Archaeological evidence reveals some of the earliest known games in Mesopotamia and Egypt around 3500–2600 BCE, including the Royal Game of Ur—a race game involving strategy and chance played on a board with pieces and dice-like tools—and Senet, a board game depicted in tomb art and possibly linked to beliefs about the afterlife. These artifacts demonstrate that games were integral to early human societies, often reflecting cultural values like fate, competition, and moral order, with similar games appearing independently in regions such as Mesoamerica (e.g., the ballgame dating to 1400 BCE) and the Indus Valley. Over millennia, games evolved alongside civilizations, incorporating elements of gambling in ancient Rome, strategic warfare simulations in medieval Europe, and global dissemination through trade and colonization. Philosophers and theorists have long sought to understand and classify games to highlight their structural and cultural roles. In (1938), posited play—encompassing games—as a primary force in cultural development, defining it by five key traits: it is free and voluntary; enclosed in its own time and space; bound by rules that create a temporary ""; non-productive yet order-creating; and accompanied by an emotional absorption that fosters joy or tension. Building on this, in (1958) refined the framework by distinguishing unstructured paidia (spontaneous play) from rule-bound ludus (games proper) and proposing four fundamental categories based on core dynamics:
  • Agôn: Competitive games emphasizing skill and rivalry, such as chess or .
  • Alea: Chance-based games relying on luck, like or lotteries.
  • Mimicry: Imitative or games involving pretense, such as theater or children's make-believe.
  • Ilinx: Dizzying or vertigo-inducing activities that alter perception, like spinning or extreme sports.
These classifications underscore games' diversity while revealing their psychological and social functions, from skill-building to . In contemporary society, games extend far beyond traditional forms to include video games, esports, and immersive virtual realities, reflecting technological advancements and shifting leisure patterns. Bernard Suits, in The Grasshopper: Games, Life and Utopia (1978), offered a concise philosophical definition of gameplay as "the voluntary attempt to overcome unnecessary obstacles," capturing the essence of both ancient pastimes and modern titles like The Legend of Zelda, where players navigate contrived challenges for satisfaction. The global video game sector, a dominant subset, generated $182.7 billion in revenue in 2024 (with projections of $188.8 billion for 2025), driven by mobile, console, and PC platforms, with over 3.6 billion gamers worldwide as of 2025 engaging in titles that blend entertainment, education, and social connectivity. This evolution highlights games' enduring adaptability, fostering innovation in fields like therapy, training simulations, and even economic modeling through game theory, while raising discussions on issues such as addiction and inclusivity.

Definitions and Conceptual Foundations

Etymology and Basic Definitions

The word "game" derives from the term gamen, which denoted joy, , , or , with roots traceable to the Proto-Germanic gamaną implying communal merriment or " together." This usage emerged around the , evolving through forms like gamen or gamme to encompass structured pastimes by the late medieval period, while retaining its core association with pleasurable diversion. At its most basic, a game is a structured activity governed by explicit rules, pursued toward defined goals, and typically involving challenge, , or among participants, setting it apart from unstructured play that lacks such formal constraints. Key defining criteria include voluntary participation, where individuals freely commit to the activity; clear outcomes that resolve the engagement; and a deliberate separation from real-world consequences, allowing for risk-free experimentation within the game's boundaries. Philosopher Bernard Suits formalized this in his analysis, describing game-playing as a "voluntary attempt to overcome unnecessary obstacles" through adherence to constitutive rules, an orientation he called the lusory attitude—the willing acceptance of artificial limitations to enable the pursuit of an otherwise inefficient goal. Historical evidence underscores these foundational elements, with the Royal Game of from ancient —dating to circa 2600 BCE—representing one of the earliest known board games, featuring a race mechanic with dice-determined moves, player pieces, and a track to a winning endpoint, all within a rule-bound framework. Artifacts like those excavated from royal tombs in illustrate how such games integrated strategy and chance while maintaining the voluntary, escapist nature central to the concept.

Philosophical Perspectives

Philosophers in the 20th century have grappled with defining games, often rejecting rigid criteria in favor of more flexible conceptual frameworks. Ludwig Wittgenstein introduced the idea of "family resemblances" to describe how games, like other categories, lack a single essential feature but instead share a network of overlapping similarities, such as rule-following, competition, or playfulness, without a strict boundary. In his Philosophical Investigations, Wittgenstein illustrated this with examples ranging from board games to Olympic sports, arguing that attempts to pinpoint necessary and sufficient conditions fail because games form a "complicated network of similarities overlapping and criss-crossing." Building on such critiques, Bernard Suits offered a more prescriptive definition in The Grasshopper: Games, Life and Utopia, portraying game-playing as "the voluntary attempt to overcome unnecessary obstacles." Suits elaborated this through the "lusory attitude," where players accept inefficient means (pre-lusory rules, like using a club to hit a ) to achieve a for the sake of the activity itself, distinguishing from mere tasks or simulations. This framework emphasizes the artificiality of , where participants willingly impose constraints to create challenge and meaning. Katie Salen and Eric Zimmerman extended these ideas in Rules of Play: Game Design Fundamentals, proposing a tripartite framework of rules, play, and culture to understand games as emergent systems. They defined a "meaningful play" as arising when rules lead to dynamic actions and outcomes that players perceive as fair and interpretable within a cultural context, positioning games not just as isolated activities but as cultural artifacts that generate shared meaning. These perspectives have fueled ongoing debates about essential game elements, particularly whether games necessitate competition or determinate outcomes. Critics of stricter definitions, like Suits', argue that or non-competitive forms—such as collaborative board —still qualify as games by fostering voluntary without . Similarly, open-ended like , which lack predefined victory conditions, challenge outcome-based criteria by prioritizing simulation and player-driven narratives over resolution, prompting philosophers to broaden definitions toward experiential or emergent qualities.

Sociological and Anthropological Views

In sociological and anthropological perspectives, games are viewed as fundamental to human and cultural formation. , in his seminal work (1938), posits that play predates culture and civilization, serving as a foundational element that structures societal rituals and institutions. He describes play as occurring within a "," a temporary sphere insulated from ordinary life, where participants voluntarily enter a rule-bound world that fosters creativity and communal bonds without encroaching on everyday realities. Building on such ideas, expanded the analysis in (1958), classifying play into four categories that reflect diverse social functions: , involving competitive rivalry and skill-based contests that mirror societal hierarchies; alea, centered on chance and fate, promoting equality through impartial outcomes; , encompassing imitation and that enable identity exploration and group cohesion; and ilinx, evoking vertigo or sensory alteration, which channels collective ecstasy and release from norms. These categories illustrate how adapt to cultural contexts, evolving from unstructured, ecstatic forms in primitive societies to regulated competitions in advanced ones, thereby reinforcing and individual agency. Anthropologically, games often function as rites of passage or mechanisms for . Among Native American groups, such as the , the hoop-and-pole game—where players throw poles at a rolling hoop—served purposes during seasonal gatherings, symbolizing skill, balance, and communal harmony while marking transitions in social or spiritual life. Similarly, African mancala variants, like played across West African communities, facilitate social bonding by encouraging intergenerational interaction, strategy-sharing, and conflict resolution, thereby strengthening kinship ties and cultural transmission. In modern sociological views, games have historically perpetuated roles and hierarchies. Chess, for instance, remained male-dominated until the , with women largely excluded from clubs and tournaments due to prevailing norms that confined them to domestic spheres, only gaining formal international recognition through events like the Women's in 1927. This exclusion reinforced patriarchal structures, positioning chess as a domain of intellectual while limiting female participation and visibility.

Essential Elements of Gameplay

Rules, Objectives, and Structures

Rules in games serve as formal constraints that define the boundaries and possibilities of play, creating a structured environment distinct from . Philosophers distinguish between constitutive rules, which establish the very nature of the game by enabling specific forms of activity, and regulative rules, which merely guide or restrict pre-existing behaviors. According to , constitutive rules "create new forms of behavior" by specifying what actions count as valid within the game's framework, such as the prohibitions on pawn movement in chess that fundamentally shape the game's logic and . These rules not only limit options but also imbue ordinary actions with new meaning, transforming them into moves within a playful context. Objectives provide the directional force in games, outlining the goals that propel player engagement and determine success. Win conditions typically mark explicit endpoints, such as accumulating the highest score in competitive or fulfilling a sequence of tasks in strategy , thereby resolving the play session. In contrast, some objectives emphasize progression or experiential rewards, like navigating expansive environments for discovery in open-world video games, where fulfillment arises from immersion rather than direct competition. highlights how these objectives function within reward systems, with mechanisms like quests guiding player actions toward meaningful outcomes and sustaining through structured incentives. Game structures organize the flow and duration of play, balancing deliberation and immediacy to suit the game's intent. Turn-based structures alternate player actions in discrete phases, fostering analytical depth as seen in board games like checkers, while real-time structures demand concurrent decisions, heightening tension through unpausable progression in genres like action simulations. Play can be finite, concluding upon meeting criteria such as a victory point threshold that signals dominance, or infinite, allowing perpetual engagement without termination. Feedback loops within these structures, exemplified by victory points in board games that amplify advantages through iterative scoring, create dynamic cycles where actions influence subsequent opportunities and reinforce strategic adaptation. Rules may briefly incorporate chance to introduce variability, ensuring structures remain engaging without overriding core constraints. The evolution of game rules reflects shifts from communal oral transmission to formalized documentation, adapting to cultural and social changes. In ancient and traditional , rules were preserved through oral traditions, passed verbally within communities to maintain cultural continuity, as in Indigenous hand where generational storytelling enforced norms without written aids. By the , the rise of parlour prompted codified rulebooks, standardizing procedures for domestic entertainment and enabling consistent play across diverse groups. Publications building on Edmond Hoyle's foundational treatises, which first systematically outlined card and protocols in the and were revised extensively thereafter, exemplified this transition, providing accessible written guides that democratized rule adherence.

Tools, Mechanics, and Components

Physical tools in games encompass a variety of objects designed to facilitate interaction and movement within , ranging from manufactured items to environmental features. Balls and bats, fundamental to bat-and-ball sports like and , trace their origins to medieval English games where rudimentary sticks and spheres were used for striking and fielding, evolving into standardized equipment by the to ensure fair play across regions. Boards, such as those in chess, provide structured surfaces for piece placement; the modern , introduced in 1849 by , standardized carved wooden pieces and boards with neoclassical motifs, becoming the global norm for competitive play and influencing board design in other strategy games. Natural elements like terrain in the game of tag serve as dynamic tools, where features such as trees, hills, or open fields act as safe zones or obstacles, promoting physical agility and spatial awareness in this ancient chasing pursuit documented in folk traditions worldwide. Digital mechanics represent the intangible systems powering electronic games, relying on computational processes to simulate interactions and environments. Algorithms form the core of these mechanics, processing player inputs and game states to generate outcomes, as seen in pathfinding routines that enable non-player character navigation in real-time strategy titles. User interfaces, including joysticks, touchscreens, and heads-up displays, translate these algorithms into accessible actions, evolving from basic keyboard controls in early arcade games to adaptive layouts that minimize during complex maneuvers. , a key mechanic for creating varied content, uses algorithms to dynamically build levels and assets; this technique gained prominence in 1980s roguelike computer games like Rogue, where random dungeon layouts ensured replayability without manual design. Components such as , cards, and function as carriers of , chance, or representation in both analog and hybrid games, embedding logic into physical or digital forms. , often abstract markers like wooden meeples or coins, denote player resources or positions on boards, originating in ancient race games where they symbolized progress along paths. Cards convey strategic choices or narrative elements, with decks like playing cards emerging in 14th-century as portable tools for trick-taking games, adaptable to diverse rulesets. introduce randomness, their polyhedral forms dating to Mesopotamian around 3000 BCE, later refined into cubic ivory sets for fair probability in board games like . Notably, cards, developed in 15th-century as a 78-card deck for the game tarocchi, served dual purposes in and early ritualistic contexts, blending suits with allegorical trumps to encode both chance and symbolism. Accessibility adaptations modify tools, mechanics, and components to enable inclusive participation, particularly for players with disabilities. dice, featuring raised dots on faces for tactile reading, allow independent rolling and outcome verification in games like . Simplified controls in digital games, such as one-button interfaces or voice commands, have been developed to support players with motor impairments, with early efforts including adaptations for arcade games in the . These adaptations, including overlays on cards, ensure that core mechanics remain equitable without altering fundamental structures.

Role of Skill, Strategy, and Chance

Skill in games refers to the acquired proficiency that players develop through practice and experience, enabling them to recognize patterns, anticipate outcomes, and execute effective actions within the game's constraints. For instance, in the Go, skilled players excel at amid an estimated 2.08 × 10^{170} legal board positions, far exceeding the complexity of chess and demanding deep strategic intuition honed over years of study. This learned expertise allows players to navigate vast decision spaces, turning raw ability into consistent performance advantages in deterministic games where outcomes depend solely on player choices. Strategy complements skill by involving deliberate planning and under the game's rules and opponent actions, often requiring foresight to optimize long-term results. A classic example is the algorithm applied to , where players (or computational agents) evaluate all possible moves to select the one that maximizes their minimum guaranteed outcome, assuming optimal play from the opponent. In multiplayer contexts, such strategies extend to coordinating alliances or predicting , though they remain grounded in individual planning amid shared constraints. Chance introduces randomization as a core element, where outcomes incorporate probabilistic events beyond player control, such as the roll of a fair six-sided die yielding any specific face with probability 1/6. Many games blend , , and chance in hybrid forms; poker, for example, combines probabilistic card draws with strategic betting and bluffing based on incomplete , where long-term success favors skilled players despite short-term variance from . This interplay creates dynamic tension, influencing and player engagement. The psychological effects of balancing these elements are profound, particularly in fostering a "flow state," where players experience optimal immersion and enjoyment when challenges match their skill levels, as described by in his 1975 analysis of activities like games. In such states, the equilibrium between skill demands, strategic depth, and controlled chance elements minimizes anxiety and boredom, enhancing motivation and performance across various game types.

Classifications and Frameworks

By Number of Players

Games are often classified by the number of participants, which influences the , , and interaction patterns involved. This categorization ranges from solitary experiences designed for to group activities that foster or among multiple players. Such classifications highlight how player count shapes the core experience, from personal challenge to collective decision-making. Single-player games emphasize self-directed challenges, where individuals compete against predefined rules, puzzles, or artificial opponents without real-time human interaction. These games promote and personal skill development, often through puzzles or solitaire variants that require sequential problem-solving. A classic example is , a originating in around 1697, where players jump pegs over one another to remove them until one remains, testing spatial reasoning and patience. This format, popularized in the court of , exemplifies how single-player mechanics can provide enduring solitary entertainment. Two-player games typically involve direct opposition between participants, creating balanced confrontations that rely on anticipation of an opponent's moves. These setups often feature symmetric rules to ensure fairness, with outcomes determined by strategy, bluffing, or simple comparison mechanics. The War, dating to at least the in , illustrates this through its straightforward rules: players simultaneously reveal cards, and the higher rank wins the round, leading to escalating "battles" in ties. Such games, widespread by the 1800s, serve as accessible introductions to competitive play, emphasizing chance alongside basic decision-making. Multiplayer games, accommodating three or more players, expand into cooperative or competitive structures that amplify social elements. In cooperative variants, participants unite against shared objectives, such as mitigating global threats, which encourages communication and joint planning. The board game , released in 2008 by designer , exemplifies this with 2-4 players collaborating as disease specialists to cure four outbreaks before they overwhelm the world. Conversely, competitive multiplayer games pit groups against each other, often in team-based formats where coordination within teams heightens rivalry. Team sports like (soccer), involving two teams of 11 players each, represent this archetype, with matches structured around territorial control and scoring to determine victory. Many modern games incorporate to adapt to varying group sizes, allowing expansions to modify rules or components for additional players without altering the fundamental design. This trend, prominent in board games since the , enables flexibility for diverse playgroups; for instance, expansions for Agricola extend the base game's 1-4 players to 5, introducing new resources and roles to maintain balance. Similarly, Everdell's Bellfaire expansion supports 5-6 players by adding event tiles and meeples, enhancing replayability across sessions. These adaptations reflect evolving design priorities toward inclusivity in social gaming.

By Interaction and Competition

Games are often classified by the nature of player interactions and the level of competition involved, which shapes the relational dynamics among participants. This framework emphasizes how players relate to one another—through direct opposition, collaboration, mixed motives, or absence of rivalry—independent of player numbers, though larger groups can amplify these dynamics. Such classifications highlight the spectrum from adversarial conflicts to harmonious or solitary engagements, influencing game design and player experience. Competitive games feature players in direct opposition, typically with zero-sum outcomes where one participant's success directly equates to others' failure, fostering and individual achievement. In these games, is positional, meaning resources or positions are finite, and players must outperform rivals to win. exemplify this, as participants vie for first place on a shared track, where the leader's gain in position inherently diminishes opportunities for trailing competitors; Formula 1 , for instance, structures outcomes around absolute rankings rather than shared rewards. This structure promotes strategic blocking, acceleration tactics, and to secure dominance. Cooperative games, in contrast, unite players toward a common objective, where success or failure is collective, eliminating individual winners and emphasizing and coordination. Players pool efforts against external challenges, such as environmental threats or puzzles, with shared victory conditions that reward synergy over personal gain. games illustrate this, requiring groups to solve interconnected riddles within a time limit to "escape," a format that gained widespread popularity in the following its spread from to global markets around 2012. Titles like further embody this by tasking players with collaborative disease eradication, where isolated actions undermine the group's survival. Semi-cooperative games introduce tension through hybrid dynamics, where players generally collaborate but harbor individual or subgroup agendas that can lead to betrayal or divergent wins, blending alliance-building with suspicion. These often incorporate hidden roles or traitor mechanics, allowing some players to sabotage the collective for personal victory while maintaining a facade of cooperation. The game (also known as ), invented in 1986 by psychology student at as a social deduction experiment, exemplifies this with villagers and hidden werewolves voting to eliminate threats amid deception. Modern examples like extend this by assigning secret Cylon infiltrators among human players, where collective survival hinges on detecting treachery. Non-competitive games prioritize , immersion, or personal discovery without oppositional elements, allowing players to engage at their own pace free from win-lose pressures or rivalry. These lack scoring, timers, or direct conflicts, focusing instead on experiential journeys that encourage contemplation or environmental interaction. Walking simulators in video games represent this category, emerging prominently post-2013 with titles like , where players navigate domestic spaces to uncover stories through unobstructed wandering and object examination, emphasizing emotional resonance over achievement. Such designs, often single-player by nature, foster introspective play without competitive stakes.

Theoretical Models and Analyses

Game theory provides a mathematical framework for analyzing strategic interactions among rational decision-makers, originally developed to model economic behavior but applicable to various competitive scenarios including games. In their seminal 1944 work, Theory of Games and Economic Behavior, John von Neumann and Oskar Morgenstern introduced the concept of games as structured conflicts where players select strategies to maximize their outcomes, represented through payoff matrices that quantify the results of strategy combinations. A payoff matrix lists players' strategies and the corresponding rewards or penalties for each possible pairing; for instance, in the Prisoner's Dilemma—a classic two-player game illustrating tension between individual and collective rationality—each player simultaneously chooses to cooperate or defect, assuming symmetric players. The matrix yields payoffs of 3 units for mutual cooperation (both benefit moderately), 5 for one defecting while the other cooperates (defector gains most, cooperator loses), 0 for the cooperator when the other defects (sucker payoff), and 1 for mutual defection (both fare poorly). This highlights how rational can lead to suboptimal group outcomes, as mutual is the dominant strategy despite mutual cooperation offering higher joint payoffs. The full payoff matrix, assuming symmetric players where row player chooses first (cooperate or defect) and column player second, is:
CooperateDefect
Cooperate(3, 3)(0, 5)
Defect(5, 0)(1, 1)
Here, payoffs are ordered as (row player, column player), normalized to emphasize relative gains. Building on this foundation, John Nash extended in 1950 by defining a Nash equilibrium as a set of strategies where no player can improve their payoff through unilateral deviation, assuming others' strategies remain fixed; this concept identifies stable outcomes in non-cooperative games. In the , mutual defection forms a Nash equilibrium, as neither player benefits from switching to cooperation alone. Nash's proof of equilibrium existence under continuity and quasi-concavity assumptions made the framework applicable to n-player scenarios beyond zero-sum games. Beyond economics, informs through evolutionary stable strategies (ESS), introduced by and George Price in 1973, which predict population behaviors resistant to invasion by alternative strategies, such as in animal contests for resources. In , game-theoretic principles underpin search algorithms like alpha-beta pruning, developed in the 1950s for chess engines to efficiently evaluate move trees by discarding branches that cannot influence the optimal decision, enabling deeper analysis within computational limits. Despite its influence, game theory faces critiques for assuming perfect rationality, which falters in scenarios of or non-rational play influenced by heuristics and biases, as evidenced by experimental deviations from predicted equilibria. Additionally, the framework often overlooks cultural contexts where norms, social embedding, and repeated interactions alter strategic choices beyond isolated rational calculations.

Historical Development

Ancient and Traditional Games

One of the earliest known board games is the , originating in around 3500–2600 BCE, with the oldest complete set discovered in the Royal Cemetery at Ur. This race game for two players involved moving pieces along a track using throws of four-sided dice-like pyramids, incorporating strategy and chance to outmaneuver opponents while protecting pieces from capture. It held social and possibly ritualistic importance, reflecting themes of fate and competition in Sumerian culture, and was played across the , influencing later games like . Another early board game is Senet, originating in ancient Egypt around 3500 BCE, with evidence from predynastic burials at sites like Abydos and . Played on a board of 30 squares divided into three rows of ten, Senet involved two players moving pieces along the path using throws of casting sticks or knucklebones, aiming to reach the end while navigating symbolic obstacles. The game held deep religious significance, symbolizing the soul's perilous journey through the afterlife and trials faced before reaching the realm of , as depicted in tomb art and boards found in royal burials like that of . By the New Kingdom period, Senet had evolved into both a recreational pastime and a ritual tool for invoking divine favor in the posthumous voyage. In , the rubber ballgame, known among the Maya as pok-a-tok, emerged around 1650 BCE, with the oldest known ballcourt discovered at Paso de la Amada in , . This vigorous was played in stone-walled courts using a solid made from , where players propelled it with hips, elbows, and knees—never hands or feet—through stone hoops or along boundaries without letting it touch the ground. Deeply embedded in religious and political life, the game often concluded with ritual sacrifices, sometimes involving the losers or war captives offered to deities like the rain god to ensure fertility and cosmic balance, as illustrated in murals and reliefs at sites like and . Across cultures from the Olmec to the Aztec, over 1,500 ballcourts attest to its widespread role in resolving disputes, honoring gods, and affirming elite power. In , the board game Go—known as weiqi in —traces its legendary origins to around 2500 BCE during the reign of , who purportedly invented it to teach his son . Archaeological evidence, including inscribed stones and boards, confirms its existence by the (475–221 BCE), but traditional accounts emphasize its ancient roots as a of territorial warfare and philosophical balance. Played on a grid up to 19x19 intersections with black and white stones capturing opponent territory, Go spread from to Korea and by the 6th century CE, where it became baduk and influenced training as a for tactics and . Its emphasis on long-term over direct confrontation mirrored Confucian ideals of and Sun Tzu's principles of indirect warfare, embedding it in imperial and through the medieval era. European folk like marbles and , or astragali, have roots in Greco-Roman antiquity, with astragali—shaped ankle bones of sheep or goats—used as dice-like pieces from at least the 5th century BCE in and persisting into Roman times. Roman children and youths played talus, tossing and catching in patterns or betting on their four-sided landings (representing 1, 3, 4, or 6), often during festivals like , as described in literature by and . Marbles, using polished stones, glass, or nuts rolled into pits or circles, appear in Roman mosaics and artifacts from the CE, symbolizing simple skill-based among all social classes. These endured in rural medieval , evolving into communal pastimes that fostered dexterity and chance without formal boards, influencing later traditions like medieval or variants.

Modern Evolution and Industrialization

The modern evolution of games during the 18th to 20th centuries marked a profound shift from localized, artisanal pastimes to commercially produced, standardized entertainments accessible to broader audiences through industrialization and mass manufacturing. This period saw the rise of dedicated game companies that capitalized on emerging and lithographic technologies, transforming into marketable commodities. Key innovations emphasized moral instruction, social interaction, and economic , aligning with the era's values of self-improvement and for the growing . A pivotal moment in the board game boom occurred in 1860 when , a lithographer from , introduced The Checkered Game of Life. This featured a checkered board with moralistic paths leading from "Vice" to "Virtue," using a spinning top for movement and encouraging players to navigate life's ethical choices toward success. It sold over 45,000 copies in its first year, establishing Bradley's company as a leader in the burgeoning industry and inspiring subsequent moral-themed games that promoted Victorian ideals of diligence and propriety. The game's success exemplified how industrialization enabled affordable production, with Bradley's firm expanding to produce hundreds of titles by the early , standardizing components like boards and pieces for consistent play. Parallel to this, the codification of sports reflected a drive toward international standardization, reviving and formalizing ancient physical contests. The modern , initiated by and held in in 1896, reintroduced events like wrestling in a structured format, drawing from classical Greek traditions but adapting them with unified rules to promote fair competition among nations. Wrestling, contested as Greco-Roman style, emphasized upper-body holds and excluded leg trips to align with European preferences, thus standardizing what had been varied folk practices worldwide. This revival not only preserved historical elements but also elevated sports as a tool for global unity and , influencing national athletic programs. In domestic settings, the Victorian era (1837–1901) witnessed the proliferation of parlor games, which served as refined social rituals among the upper and middle classes, reinforcing norms of , wit, and restrained expression. Games like involved teams acting out words or phrases without speaking, fostering clever while adhering to propriety—players avoided to maintain in mixed-gender gatherings. Similarly, Consequences entailed collaboratively building absurd narratives about fictional characters' encounters, often highlighting gendered social expectations through prompts on appearance, meeting, and outcomes, thus mirroring the era's conventions of and class distinction. These indoor amusements, popularized in books of and home manuals, underscored leisure as a marker of civilized society. By the , techniques amplified this commercialization, with iconic titles achieving widespread distribution. ' Monopoly, released in 1935, adapted earlier economic board games into a of acquisition and , where players bought real estate, collected rent, and bankrupted opponents amid the Great Depression's economic anxieties. Originally patented by based on Lizzie Magie's designs, it sold over 2 million copies by 1937, becoming a cultural staple that illustrated wealth disparity and strategic risk. This era's industrialization, fueled by assembly-line efficiencies, democratized games while embedding them in consumer culture.

Digital and Contemporary Innovations

The origins of digital games trace back to 1958, when physicist William Higinbotham developed Tennis for Two at Brookhaven National Laboratory as an interactive electronic demonstration to engage visitors. Displayed on an oscilloscope and controlled via analog joysticks, this rudimentary simulation of tennis gameplay is widely recognized as the first interactive electronic game, predating commercial video games by over a decade. Higinbotham's creation highlighted the potential of computers for real-time interaction, though it was not intended for commercial release and was dismantled shortly after its debut. The personal computing era accelerated game innovation with the release of Pong in 1972 by Atari, Inc., which became a cultural phenomenon and sparked the arcade boom. Developed by engineer Allan Alcorn under Nolan Bushnell's direction, Pong featured simple paddle-and-ball mechanics and sold over 8,000 arcade cabinets within its first year, establishing Atari as a leader in consumer electronics entertainment. This success fueled the home console market and intensified competition during the 1980s and 1990s console wars, particularly between Nintendo and Sega. Nintendo's Nintendo Entertainment System (NES) dominated with family-friendly titles like Super Mario Bros., while Sega's Genesis countered with edgier marketing and fast-paced games such as Sonic the Hedgehog, driving industry innovation in hardware and software design. The launch of Apple's in 2008 revolutionized mobile gaming by democratizing distribution and enabling casual, accessible titles for smartphones. With initial offerings including puzzle games, the platform quickly grew to host millions of apps, fostering a surge in models that lowered barriers for developers and players alike. This ecosystem propelled hits like , released in 2012 by King Digital Entertainment, which popularized match-three mechanics and amassed billions of downloads through addictive progression systems. Parallel to mobile growth, online connectivity transformed competitive gaming into , an organized industry that reached approximately $1.8 billion in revenue by 2025, supported by sponsorships, broadcasting, and global tournaments. Emerging technologies in the 2010s and 2020s further blurred digital and physical boundaries, with augmented reality (AR) and virtual reality (VR) enabling immersive experiences. Pokémon GO, launched in 2016 by Niantic, integrated AR to overlay virtual creatures onto real-world maps via GPS, drawing over 500 million downloads in its first year and demonstrating AR's potential for social and location-based play. VR advanced through devices like Meta's Quest series, introduced in the early 2020s, which offered standalone headsets with high-resolution displays and hand-tracking for untethered gaming environments. Artificial intelligence integration marked another milestone, as DeepMind's AlphaGo defeated world champion Lee Sedol 4-1 in a 2016 Go match, showcasing neural networks' ability to master complex strategy games through self-play and reinforcement learning. Post-2021, metaverse concepts gained prominence, envisioning persistent, interconnected virtual worlds for social interaction, work, and play, as articulated in industry visions emphasizing interoperability and mixed-reality hardware.

Major Categories of Games

Physical and Athletic Games

Physical and athletic games encompass a diverse array of activities that prioritize full-body movement, coordination, and physical exertion, distinguishing them from sedentary or manipulative forms of play. These games often involve competitive or cooperative interactions in open spaces, fostering skills such as , , and while engaging participants in dynamic environments like fields, courts, or gyms. Historically rooted in human efforts to simulate challenges or communal rituals, they have evolved into structured pursuits that promote both individual prowess and social bonding. Organized sports represent a cornerstone of physical and athletic games, with soccer (association football) serving as a prime example of codified athletics. The modern rules of soccer were established in 1863 by in , which unified disparate regional variations into a standardized set of 13 laws drafted at a meeting in London's . This codification transformed the game from informal play into a regulated sport, emphasizing continuous running, ball control, and strategic positioning across a 90-minute match. Globally, soccer's prominence is exemplified by the , inaugurated in 1930 in as the first international tournament, drawing 13 nations and crowning the inaugural champion after a 4-2 final victory over . Today, the event unites over 200 member associations under , showcasing athletic demands like sprinting up to 10 km per game and tactical formations that highlight players' cardiovascular fitness and reaction times. Outdoor and lawn games further illustrate the category's emphasis on accessible physical engagement, often requiring precision throws or strikes in natural settings. , popularized in 1850s , emerged as a social lawn game imported from around 1852, where players use mallets to strike wooden balls through hoops on grass turf. Its mechanics demand steady hand-eye coordination and strategic positioning, with matches unfolding over 30-60 minutes on courts up to 100 feet long. Similarly, traces its origins to , where it evolved from games involving stone tossing documented in the around the 1st century AD, spreading through Mediterranean cultures. Modern variants, such as Italian or French , adapt the core throwing technique to varied terrains—flat courts or uneven ground—focusing on accuracy and minimal physical contact while players propel balls toward a target pallino over distances of 20-30 meters. Combat simulations within physical games blend defensive maneuvers with expressive elements, as seen in martial arts like , which originated in 16th-century among enslaved Africans brought by Portuguese colonizers. Developed as a disguised form of resistance, integrates acrobatic flips, sweeps, and evasions with rhythmic music and , creating the illusion of play to evade colonial bans on fighting. Performed in a roda (circle), sessions last 10-20 minutes and emphasize fluid ginga movements— a swaying step—alongside strikes like the meia lua de compasso kick, honing balance, flexibility, and explosive power without direct grappling. Participation in physical and athletic games yields significant health benefits, including enhanced aerobic capacity through sustained moderate-to-vigorous activity, which strengthens the heart and lungs while reducing risks of cardiovascular disease and type 2 diabetes. According to the World Health Organization's 2020 guidelines, adults should accumulate at least 150-300 minutes of moderate-intensity aerobic physical activity weekly to achieve these outcomes, with sports like soccer or capoeira exemplifying effective modalities. However, such activities carry injury risks, including sprains, fractures, and concussions from impacts or falls, though the guidelines affirm that overall health gains—such as improved mental well-being and metabolic function—substantially outweigh these hazards when proper techniques and equipment are employed.

Tabletop and Manipulative Games

Tabletop and manipulative games encompass a diverse array of analog activities that involve the strategic or skillful handling of portable objects, such as boards, cards, , tiles, and blocks, typically played in a seated position to emphasize tactics, , or physical dexterity rather than athletic movement. These games trace their roots to ancient civilizations, evolving from rudimentary tools into sophisticated pastimes that foster social interaction and cognitive engagement. Board games form a cornerstone of this category, often revolving around strategic placement and on a fixed or modular playing surface. A seminal example is Settlers of Catan, designed by and first published in 1995, where players compete to build settlements, cities, and roads on a hexagonal island board by trading and collecting resources like wood, brick, ore, grain, and wool to reach 10 victory points. This game's emphasis on negotiation and economic simulation has influenced modern design, promoting replayability through variable board setups generated by numbered resource tiles and a robber mechanic that disrupts opponents. Card games, another pivotal subset, rely on decks of printed cards for trick-taking, matching, or deck-building mechanics, with collecting often enhancing strategic depth. Trick-taking variants, such as —invented in 1925 by Harold S. Vanderbilt and surging in popularity during the 1920s—require players to bid contracts and win tricks using a , emphasizing partnership communication and probabilistic assessment over 13 tricks per hand. In contrast, collectible card games like Magic: The Gathering, created by and released in August 1993 by , introduce rarity and customization through expandable card sets, where players build decks from over 295 initial unique cards to duel via spells, , and mana resources in a fantasy battle format. Dice and tile-based games integrate elements of chance and pattern-matching, using thrown dice or laid tiles to advance positions or score points. Backgammon, with origins tracing to approximately 3000 BCE in ancient Mesopotamia based on archaeological finds like the Royal Game of Ur, involves rolling two dice to move 15 checkers around a 24-point board while bearing off pieces, blending luck with tactical blocking and hitting opponent blots; modern international tournaments, such as those organized by the World Backgammon Federation since 1976, maintain its competitive vitality with events drawing thousands of players annually. Dominoes, originating in China during the 12th century as evidenced by textual references in Song Dynasty writings, employ 32 rectangular tiles marked with pips from blank to nine in civil and military suits, played by matching ends to form chains in games like pai gow, which prioritize matching doubles and strategic placement over extended play. Dexterity games within this category test manual precision and balance, often using stacked or manipulable objects to challenge stability. , invented by Leslie Scott and first produced in 1983, consists of 54 wooden blocks stacked into a tower; players take turns removing one block per turn with one hand and placing it atop the structure without toppling it, honing hand-eye coordination and spatial awareness as the tower grows increasingly precarious. This game's simplicity belies its tension-building progression, making it accessible for ages 6 and up while rewarding steady nerves and anticipatory strategy.

Digital and Electronic Games

Digital and electronic games encompass interactive entertainment powered by computers, consoles, and mobile devices, where players engage with virtual environments through digital inputs. These games emerged prominently in the late , evolving from arcade machines to sophisticated multimedia experiences that blend graphics, sound, and real-time computation. Key genres include action-adventure titles, which emphasize exploration, platforming, and combat, exemplified by Nintendo's Super Mario Bros. released in 1985 as a pioneering side-scrolling that introduced precise controls and level-based progression. Role-playing games (RPGs) form another cornerstone, allowing players to assume character roles, develop abilities, and advance through narrative-driven quests; Square's Final Fantasy (1987) established this genre's conventions on the with turn-based combat and expansive storytelling. Massively multiplayer online games (MMOs) extend RPG elements into persistent virtual worlds supporting thousands of simultaneous players, as seen in Blizzard Entertainment's (2004), which popularized subscription-based worlds with cooperative raids and player economies. Platforms for digital games vary widely, from dedicated consoles like Sony's PlayStation, launched in in 1994 to deliver 3D graphics and versatility, to personal computers (PCs) that offer modding and high customization, and mobile devices enabling on-the-go play. Cross-platform compatibility has become integral, with ' Fortnite (2017) pioneering seamless multiplayer across consoles, PCs, and mobiles, allowing unified accounts and shared progress. Online features rely on dedicated multiplayer servers to synchronize player actions in real-time, fostering competitive and social interactions in genres like battle royales and MMOs. Cloud gaming represents a shift toward streaming, eliminating hardware barriers; Google's Stadia (2019–2023) offered browser-based play but ceased operations due to low adoption, paving the way for successors like and NVIDIA , which by 2025 integrate with subscription libraries for 4K streaming on diverse devices. Accessibility enhancements have standardized since the 2010s, with controller adaptations such as remappable buttons and adaptive peripherals supporting motor impairments, and color-blind modes adjusting palettes with patterns or symbols to ensure visual clarity. The (IGDA) guidelines, updated through the decade, advocate for these features to broaden participation, influencing titles across platforms.

Role-Playing and Immersive Games

Role-playing and immersive games prioritize narrative depth, player agency, and embodiment of characters within fictional worlds, distinguishing them from more competitive or mechanical-focused genres. These games encourage participants to inhabit roles, make decisions that influence story outcomes, and experience environments as if they were real, fostering deep emotional and psychological engagement. Originating from traditions and evolving into digital and physical formats, they have shaped modern in . Tabletop role-playing games (RPGs), such as (D&D), exemplify this category through collaborative storytelling led by a who narrates the world and adjudicates events. Created by and , D&D was first published in 1974 by Tactical Studies Rules (TSR), blending with wargaming mechanics to allow players to assume character roles in emergent narratives. The dungeon master describes scenarios, while players' choices drive the plot, with polyhedral dice resolving uncertainties like combat or skill checks, creating unpredictable, player-driven stories. Live-action role-playing (LARP) extends this immersion into physical performance, where participants costumed as characters act out roles in real-time, often in outdoor or theatrical settings. Emerging in the late 1970s and gaining prominence in the 1980s, LARP drew inspiration from historical reenactments and tabletop RPGs, with early examples tied to the (SCA), founded in to recreate medieval European culture through events like tournaments and feasts. SCA gatherings evolved into structured LARP scenarios by the 1980s, emphasizing embodied interaction without dice, where physical actions and propel the narrative. Digital RPGs build on these foundations by integrating branching narratives and choice-consequence mechanics into virtual worlds, allowing players to embody characters whose decisions alter the game's universe. The Elder Scrolls series, developed by Bethesda Game Studios, debuted with The Elder Scrolls: Arena on March 25, 1994, introducing an open-world structure where players explore the continent of Tamriel and shape personal stories through moral and strategic choices. Subsequent titles like Daggerfall (1996) and Skyrim (2011) expanded this with intricate quest lines where player actions lead to diverse endings, such as alliances or betrayals affecting factions and environments. Immersive simulations, particularly flight simulators, achieve embodiment through realistic replication of professional experiences, enabling players to "pilot" aircraft in lifelike scenarios. , originating in 1982 as a licensed adaptation of Bruce Artwick's software, provided early 3D graphics and physics-based controls for aviation training-like immersion on personal computers. The 2020 reboot, developed by and , enhanced this with from and Azure , recreating global landscapes for unprecedented realism and exploratory freedom.

Cultural and Societal Impact

Games in Education and Therapy

Games have long been integrated into educational and therapeutic contexts to enhance learning outcomes and support mental and physical health. One of the earliest examples is the , a developed by Georg Leopold von Reisswitz and presented to in 1812, which was adopted by the for training and , marking an initial application of games in professional . This historical precedent laid the groundwork for using simulations to teach complex decision-making without real-world risks. In modern education, digital games have become prominent tools for fostering skill development in specific domains. , launched in 2011, employs elements such as points, levels, and streaks to make language learning engaging and accessible, with indicating its effectiveness in improving retention and motivation among users. Similarly, : Education Edition, released in 2016 by , integrates open-world building with curriculum-aligned lessons to teach STEM concepts, enabling students to explore topics like chemistry and physics through interactive simulations that promote problem-solving and collaboration. Therapeutic applications of games have expanded significantly, particularly in and physical rehabilitation. SuperBetter, developed in 2011 by , is a gamified app based on (CBT) principles, using quests, power-ups, and allies to build resilience and reduce symptoms of depression and anxiety, as demonstrated in randomized controlled trials showing improved psychological outcomes. Post-2010, exergames— games that combine exercise with gaming—have been widely used in physical rehabilitation, with meta-analyses confirming their in enhancing balance, mobility, and adherence to programs for older adults and patients recovering from conditions like , often matching or exceeding traditional exercises. Meta-analyses from the 2020s provide robust evidence for these applications, showing a small positive effect on student engagement (Hedges’ g = 0.383) and larger effects on (Hedges’ g = 1.015), leading to higher retention across diverse subjects. These benefits extend briefly to psychological , where games support emotional regulation and stress reduction in therapeutic settings.

Economic and Industry Aspects

The global gaming industry generated $182.7 billion in revenue in 2024, with projections indicating steady expansion to $188.8 billion in and $206.5 billion by 2028 at a of approximately 3%. Mobile gaming continues to dominate, accounting for about 55% of total revenues, followed by console and PC segments, while emerging markets like contribute around $1.8 billion annually. Major players such as , the world's largest gaming company by revenue, and drive much of this growth through diverse portfolios spanning mobile, PC, and console titles. Diverse business models underpin the industry's profitability, with (F2P) structures relying on microtransactions proving particularly lucrative; for instance, , launched in 2006, generates the majority of its income from purchases like Robux, enabling and in-game economies. Subscription services have also surged in popularity, exemplified by , introduced in 2017, which offers access to a rotating of over 400 games for a monthly fee, fostering user retention and day-one releases for new titles. These models shift revenue from one-time purchases to recurring streams, with F2P accounting for over 70% of mobile gaming income globally. The sector forms a vibrant sub-economy within gaming, with professional leagues attracting millions of viewers and substantial sponsorships; the League of Legends World Championship in featured a prize pool of $2.225 million, distributed among 20 teams, highlighting the event's scale as one of the largest in competitive gaming. Beyond prizes, generates billions through , merchandise, and , with global viewership exceeding 500 million annually across major tournaments. Intellectual property licensing amplifies the economic impact of successful game franchises, transforming core assets into multimedia empires; the Pokémon series, originating in 1996, has amassed over $113 billion in lifetime revenue through video games, trading cards, merchandise, and media adaptations, making it the highest-grossing worldwide. Such licensing deals enable cross-platform expansions, including films, anime, and apparel, while protecting brand value through trademarks and partnerships with entities like The Pokémon Company.

Psychological and Social Dimensions

Games engage players' psychological needs through mechanisms aligned with (SDT), which posits that human motivation thrives on , competence, and relatedness. Developed by and in their seminal 1985 work, SDT has been applied to gaming contexts to explain how achievement systems—such as progression badges, levels, and rewards in titles like —fulfill the need for competence by providing clear feedback on skill mastery, thereby enhancing intrinsic motivation and sustained engagement. These elements foster a sense of when players choose paths in open-world games, reducing extrinsic pressures and promoting , as evidenced in studies showing higher player satisfaction when games support self-directed goals. Beyond motivation, games offer cognitive benefits, particularly in spatial reasoning. Action video games, involving fast-paced and object tracking, have been linked to improved visuospatial skills, such as and landmark-based , in meta-analyses of the . For instance, a 2018 meta-analysis of over 100 studies found that frequent action gamers outperform non-gamers on tasks, with effect sizes indicating moderate enhancements transferable to real-world applications like or training. These gains stem from the demands of multitasking and predictive processing in dynamic environments, though benefits are most pronounced in non-gamers who train with such games for 10-20 hours. Socially, games build inclusive communities while also risking toxicity. Online multiplayer platforms enable marginalized groups, such as LGBTQ+ individuals, to form supportive networks; during the 2020 pandemic, Animal Crossing: New Horizons served as a virtual safe space for queer players to customize avatars expressing gender and sexual identities, fostering belonging and reducing isolation through shared creative events. Conversely, toxicity manifests as harassment in competitive games like League of Legends, where verbal abuse and griefing affect up to 20-40% of players, disproportionately targeting women and minorities, leading to psychological distress and dropout rates. Interventions like in-game reporting tools and community guidelines have shown promise in mitigating these effects by promoting positive norms. Gaming addiction, formally recognized as gaming disorder in the World Health Organization's (effective 2018), involves impaired control over gaming, prioritization of play over other interests, and continuation despite negative consequences, persisting for at least 12 months. Symptoms include preoccupation, tolerance escalation, withdrawal irritability, and social withdrawal, with global prevalence estimated at 3.05% among gamers based on a 2020 of 53 studies. Effective interventions emphasize cognitive-behavioral (CBT), which addresses maladaptive thoughts and builds coping skills, achieving symptom reductions in 60-80% of cases per meta-analyses; mindfulness-based approaches complement CBT by enhancing self-regulation, particularly in group settings for adolescents. Early screening and family involvement further prevent escalation, underscoring the need for balanced play guidelines.

References

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