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Social game
Social game
from Wikipedia

A social game may refer to tabletop games, other face-to-face indoor or outdoor games, or video games that allow or require social interaction between players as opposed to games played in solitude, games played at tournaments or competitions or games played for money.[1]

Definition and origins

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The majority of social games are board games or card games. As a rule, this also includes word games (like Scrabble), guessing games or charades. Board games range from pure games of chance (e.g. many dice games) to games of thought or skill (chess and Go,[verification needed] role-playing games or tag and hide and seek) to various party games such as spin the bottle and - with a centuries-long tradition - blind man's buff.

Some authors use a narrower definition of social games, for example only including games "played with the aid of a board, game pieces and other material on the table,"[2] so that, for example, pure card games are excluded. In this case, the terms "social game" and "board game" are largely synonymous. The Libro de los Juegos ("Book of Games") written in 1283 on behalf of the Castilian king Alfonso the Wise, already distinguishes social games from sports. There, board and dice games are characterized by the fact that they are played while sitting, unlike sports that are played on foot or on horseback.[3]

The name parlour game goes back to the term parlour for an indoor reception room in well-to-do and aristocratic houses. The phrase was later extended to an entertaining game "played by several children or adults together."[4]

Historical development

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Queen Nefertari playing at Senet
The six sides of a Roman die, found in Britain

Board games

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The oldest evidence of board games are pictorial representations of players as well as excavated game boards from Ancient Egypt – there mostly as grave goods – and from Babylonia. However, it is generally not doubted that such games had been played earlier, for example on playing fields that were drawn in the sand, as is still common today in mancala games in Africa (pictured). A board for the Royal Game of Ur unearthed in the royal cemetery of the Sumerian city of Ur dates to 2600 to 2400 BC.[5] In 2006, a 3,500-year-old Senet game made of wood and ivory was discovered.[6] The game is therefore a little older than the Senet games found in the tomb of Tutankhamun.

The oldest board games still in use today are Go and nine men's morris, both of which were certainly played before 0 AD.[7][8] Chess and games of the Mancala family have a tradition that is over a thousand years old.

Dice games have a history of over 4,000 years thanks to surviving dice that have been found.[9]

Card games are much younger and can be traced back to traditional bans in Europe from the 14th century. However, historians tend to assume that the tradition of playing cards has its origins in China and India, where paper production existed much earlier as the basis for card production.[10]

Game of the Goose in the form of a snake, London 1794

One of the first games that was commercially produced and sold in the 19th century with a printed graphic as a game board was the game of the Goose, which can be traced back to the 16th century.[11]

Early examples of commercial board games in Europe, some with the well-known names of their authors, are Snakes and ladders, sold in England from 1892 and marketed in Europe from 1893 by Ravensburger, Reversi, Salta, which was sold from 1899, Mensch ärgere dich nicht, created in 1910 based on the Indian game of Pachisi, Laska invented in 1911 by world chess champion Emanuel Lasker and the game of Coppit), designed in 1927 in the modern Bauhaus stype.[12]

Monopoly patent from 1935

In the US, commercial board games were marketed from the second half of the 19th century by publishers such as Parker and Milton Bradley (MB).[13][14] The classic game of Monopoly, which was based on a model of The Landlord's Game patented in 1904, was produced in large numbers from 1935 onwards. A significant impulse came from games published from around 1960, including Risk (Risk, 1959), The Game of Life and as part of the 3M Game Edition games like Acquire and TwixT.[15] The authors of the last two games mentioned, Sid Sackson and Alex Randolph, respectively, had a significant influence on the further development of board games in the following decades, especially in Germany, with titles like Sleuth, Focus, Can't Stop and Metropolis or Enchanted Forest, What the Heck?, Inkognito and Good & Bad Ghosts.

Card games

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Playing cards are thought by scholars to have been invented in China before AD 1000 and were introduced into Europe in the late 14th century from Egypt.[16] However, nothing is known of the games played with them at that time. The earliest known game in Europe with a continuous record of play down to the present day is Karnöffel which was well known enough in Nördlingen, Bavaria, in 1426 to be excluded from a list of banned gambling games. Karnöffel became very popular with soldiers and peasants, probably because of the scurrilous ranking of its cards in which Kings and Queens became worthless, cards called the Popes (6s) were demoted, a peasant (the Karnöffel) was promoted to the top card and cards called Devils (7s) could become all powerful when led to a trick. The game was sufficient well known in the early 16th century that, in 1537, Martin Luther wrote a satirical letter to the Pope from the "Holy Order of Karnöffel Card Players". The game is still played today in various forms, especially in Switzerland, in German North Frisia, in Greenland and the Faroe Islands of Denmark.

Karnöffel had a chosen suit, but no trumps – they were invented around 1420 when the Duke of Milan ordered a special pack of cards to be made containing an extra suit – these were the first Tarot cards.[17]

However, no rules for his game are known; the earliest recorded rules for any Tarot game are those by Michel de Marolles written down in 1637 for Princess Louise-Marie de Gonzague-Nevers, later Queen of Poland. The concept of trumps, or triumphs as they were first known, was copied from Tarot games into those played with an ordinary pack, the first being the eponymous game of Triomphe whose rules are first described by Juan Luis Vives in his Exercitatio linguae latinae around 1538 in Basel, although the game was well known by then and had probably imported it from Spain.[18] Certainly by 1529 the game of Triumph is recorded by Hugh Latimer in England. The popularity and rapid expansion of different card games is evidenced by early authors, including Rabelais,[19] who produces a long list in which many of the games are recognisable from their names, but many others are also unclear.

After trumps, the next major feature to be introduced into card games was the concept of bidding which first appeared in the Spanish game of Tresillo, known everywhere else as Ombre or l'Hombre, said by Sir Michael Dummett to be the most successful card game ever invented.[20] Ombre spread rapidly across Europe generating a host of other games including Quadrille which was played in England. Its influence is still seen in card games today, including contract bridge, skat, oh hell, English solo, préférence, bid whist, tarot card games like cego and Königrufen and many others.

Types

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Types of social games can include:

  • Tabletop games
    • Card games, that involve multiple players i.e. excluding patiences or solitaires
    • Board games, in which counters or pieces are placed, removed, or moved on a premarked surface according to a set of rules
    • Miniature wargaming, a form of wargaming that incorporates miniature figures, miniature armor and modeled terrain
    • Tabletop role-playing games, a game in which players assume the roles of characters in a fictional setting
  • Other face-to-face social games
  • Video games
    • Mobile games, which can include social network games, which played on mobile devices
    • Social network games, games that have social network integration or elements
    • Multiplayer video games, where more than one person can play in the same game environment at the same time
      • LAN parties, a temporary gathering of people establishing a local area network (LAN), primarily for the purpose of playing multiplayer computer games
      • Massively multiplayer online games, video games where a large number of players can exist on the same server simultaneously
    • Online gambling (or Internet gambling) is any kind of gambling conducted on the internet.

References

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Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
In the context of gaming (to distinguish from legal uses referring to low-stakes activities like private card games), a social game, often called social gaming, is an interactive experience involving two or more individuals—players and/or spectators—where social interactions and outcomes, such as communication, , and , are central. These differ from solitary games by emphasizing interpersonal dynamics over individual achievements. Social games include digital formats accessed via computers, consoles, or mobile devices, often integrating online social networks for remote participation and features like sharing progress or asynchronous . They have evolved with technology, from arcade gatherings in the to home consoles and online platforms in the , while also encompassing traditional and physical games. Key traits involve multifaceted interactions shaped by design, players, and settings (co-located or remote), often yielding benefits like enhanced relationships and well-being, as seen during the . Research highlights positive but notes gaps in studying diverse player experiences and long-term effects.

Definition and Characteristics

Core Definition

Social games are a category of recreational activities in which interpersonal interaction, including communication, , , or , forms an essential element of , usually conducted in group environments and often relying minimally on technological interfaces. According to a theoretical framework in the social sciences, a social game constitutes a structured ordering of social interactions wherein participants, equipped with resources, utilize objects and actions governed by shared goals, rules, and representations to produce distinct temporal and spatial experiences, ultimately yielding outcomes that reflect collective engagement. This definition underscores the transformative role of social , where players' interdependent behaviors generate emergent narratives and resolutions beyond isolated rule adherence. In contrast to solitary games, which entail independent engagement without external collaboration or opposition, social games necessitate active involvement with others to progress or achieve objectives. Similarly, while many competitive video games prioritize individual prowess, progression through levels, or algorithmic victories, social games shift emphasis to relational processes, such as building trust or resolving conflicts, which can unpredictably influence results. These distinctions highlight how social games foster connectivity and adaptability in group contexts, often amplifying enjoyment through shared rather than solitary mastery. Illustrative features appear in classic examples like the party game Charades, where role-playing through gestures and imitation demands non-verbal communication and empathetic interpretation among participants to succeed. In board games such as , negotiation emerges as a core mechanic, compelling players to form alliances, bluff, and renegotiate in real-time, thereby integrating social strategy directly into territorial conquests. Such elements exemplify how social games cultivate interpersonal skills and spontaneous dynamics, setting them apart from more rigid or individualistic formats.

Key Characteristics

Social games exhibit core traits that prioritize ease of engagement and interaction among participants. A primary characteristic is their low entry barriers, manifested through simple rules that require minimal explanation and no prior expertise, enabling rapid even for newcomers. This design fosters inclusivity by accommodating diverse skill levels and reducing , as seen in foundational forms of social play where predictability and allow immediate participation. Scalability for three or more players is another essential trait, allowing the game to expand or contract based on group size while maintaining interactive dynamics essential to the social experience. Central to social games is an emphasis on verbal and non-verbal communication, where players exchange , express ideas, or interpret cues through speech, gestures, or facial expressions to advance play or simply connect. These not only drive the game's progression but also enhance mutual understanding and among participants. Furthermore, adaptability to social contexts distinguishes social games, as their flexible structures permit modifications in rules or objectives to align with cultural, emotional, or situational needs, ensuring across varied group compositions. Environmental factors reinforce the social nature of these games, which are commonly situated in casual, informal settings such as homes, parks, or gatherings, rather than structured venues. Often, they demand no specialized , relying instead on everyday objects, body movements, or , which promotes spontaneity and broad without logistical hurdles. This setting-agnostic quality allows social games to integrate seamlessly into daily life, amplifying their in facilitating unplanned interactions. Inclusivity remains a hallmark, with social games tailored for mixed ages and abilities, often bridging generational or experiential gaps through shared participation. They cultivate through humorous or surprising elements, foster bonding via collaborative or light-hearted exchanges, and introduce mild that motivates without overwhelming, thereby nurturing positive emotional and relational outcomes for all involved. In digital formats, these characteristics extend to online interactions, such as asynchronous sharing on social networks, enhancing connectivity across distances.

Historical Development

Ancient and Traditional Origins

The earliest forms of social games emerged in , where communal gatherings featured games and ritual dances that fostered group cohesion and cultural transmission. Archaeological evidence from sites indicates that around 10,000 BCE, societies engaged in performative dances and narrative exchanges during rituals, serving as precursors to structured play by reinforcing social bonds and shared identities. These activities, often tied to seasonal or spiritual events, were deliberate communal performances. In , the , dating to approximately 3100 BCE, exemplified early social rituals integrated with gameplay. Played on a grid resembling a racetrack, Senet involved moving pieces through chance and strategy, symbolizing the soul's journey through the and facilitating social interactions across classes during funerary and daily rites. Similarly, in around 500 BCE, symposia—elite male drinking gatherings—included intellectual games such as riddles, poetic contests, and philosophical debates that promoted camaraderie and civic discourse. These sessions, often depicted on pottery, blended leisure with education, strengthening social networks among aristocrats. Traditional global variants further illustrate social games' role in group strategy and . In , mancala games—known by names like and Bao—originated around 7000 BCE, using pits and seeds for strategic sowing and capturing that encouraged cooperative decision-making in communal settings. Among Indigenous American peoples, stickball (ishtaboli among the ) served as a vigorous for tribal bonding, with roots in pre-colonial eras where it resolved disputes and unified villages through physical competition. By medieval , social games transitioned from primarily ritualistic purposes to more recreational , as seen in the widespread adoption of dice games among and commoners. These games, often involving betting and simple throws, shifted from ancient divinatory uses to tavern pastimes, despite bans, marking a broader of play in daily life. This evolution highlighted games' growing function in fostering social interaction beyond sacred contexts.

Modern Evolution

The modern evolution of social games began in the with the rise of parlor games in Victorian , driven by and increasing leisure time among the middle and upper classes. As industrial cities grew, families sought indoor entertainments suited to smaller urban homes, leading to the popularity of simple, conversation-based activities like and word games. A notable example is Consequences, a collaborative storytelling game emerging in the 1850s, where players anonymously contribute to absurd narratives, fostering social interaction in domestic settings. In the , commercialization transformed social games into mass-market products, with a significant boom in board games following amid economic prosperity and suburban family life. Titles like Monopoly, first published in 1935 but surging in popularity postwar, exemplified competitive yet communal play, selling millions and becoming a staple of family gatherings. By the , gained traction within countercultural movements, emphasizing physical and spontaneous interaction; Twister (1966) epitomized this shift, criticized as provocative yet embraced for promoting bodily freedom and group fun during an era of social liberation. From the late 20th to early , social games increasingly drew inspiration from television and film, spawning themed variants that extended narrative-driven play into group settings. Adaptations like Star Wars-themed board games from 1977 capitalized on media franchises, blending strategy with shared storytelling to enhance communal engagement. Digital precursors emerged with text-based Multi-User Dungeons (MUDs) in 1978, pioneered by Roy Trubshaw and , which enabled real-time social over networks, laying groundwork for online multiplayer interactions. The witnessed a post-pandemic surge in hybrid social games, combining physical and digital elements to facilitate remote connections during lockdowns. Platforms like Board Game Arena and Tabletopia experienced massive user growth from onward, enabling virtual play of classics such as via apps, with participation rising significantly as people sought safe social outlets. By 2025, this trend continued with increased adoption of VR-based social gaming experiences, further blending physical and digital interactions. Concurrently, inclusivity initiatives in game design gained momentum, promoting diverse representation in characters and themes to broaden accessibility; organizations like the Geena Davis Institute advanced guidelines for equitable portrayals, influencing titles released between 2021 and 2025 to reflect varied cultural and demographic experiences.

Types of Social Games

Tabletop and Physical Games

Tabletop and physical games represent a cornerstone of social gaming, relying on tangible components such as boards, cards, and mats to facilitate direct, face-to-face interaction among players. These games emphasize interpersonal dynamics like , bluffing, and physical coordination, often designed for small to medium groups to encourage or in shared spaces. Their enduring appeal stems from simple rules that allow for emergent social strategies, making them staples at gatherings and events. Board games in this category often incorporate mechanics that promote resource negotiation and social deduction, heightening player engagement through verbal bartering and suspicion. For instance, The Settlers of Catan, released in 1995, requires players to trade resources like wood, brick, and ore to build settlements, fostering alliances and rivalries as trades are negotiated directly between participants. Similarly, Werewolf (1997), a variant of the 1986 game Mafia, is a social deduction game where players assume hidden roles as villagers or werewolves, debating and voting to eliminate suspects based on observed behaviors and accusations during discussion phases. These mechanics transform the game into a theater of deception, where reading social cues becomes central to success. Card games further exemplify social elements through trick-taking and bluffing, suitable for casual group settings that blend strategy with lighthearted rivalry. Contract Bridge, developed in the 1920s from earlier whist variants, involves four players in partnerships bidding on contracts and winning tricks with a standard deck, where subtle signals and deceptive plays influence outcomes. In contrast, UNO, introduced in 1971, offers a more relaxed experience for 2 to 10 players, with mechanics like matching colors or numbers and special cards that force opponents to draw or skip turns, often leading to playful taunts and comebacks. Physical and party games shift focus to active participation, using body movement or minimal props to break the ice and build camaraderie. Twister, patented in 1966, challenges 2 to 4 players to contort their bodies onto a colorful mat following spinner directives for hand and foot placements, resulting in tangled positions that provoke laughter and physical proximity. , with roots in 18th-century as a riddle-based guessing game that evolved into acting, persists in modern variants where teams silently enact words or phrases for others to guess, promoting quick thinking and non-verbal communication in group settings. A key strength of these games lies in their , characterized by low production costs—often under $20 for basic sets—and high portability, as components fit easily into bags for or impromptu play. They typically accommodate 4 to 10 players, scaling well for social occasions without requiring complex setups, thus making them adaptable for diverse ages and skill levels.

Digital and Online Games

Digital social games emerged as a natural extension of traditional multiplayer experiences, leveraging to facilitate remote interactions among players. These games emphasize communication, , and through digital interfaces, often integrating chat systems, shared virtual spaces, and real-time feedback to foster social bonds. Unlike physical games, digital formats allow for persistent worlds and asynchronous participation, enabling players to connect across geographies without the constraints of time and space. Early examples of digital social games include text-based Multi-User Dungeons (MUDs), pioneered in 1978 by Roy Trubshaw and at the in . MUDs provided immersive environments where players engaged in collaborative adventures and social chats via command-line interfaces, laying the groundwork for online communities and virtual interactions. By the early 2000s, titles like (2002) advanced this model, allowing players to create avatars, build virtual homes, and interact in real-time through chatting and cooperative activities, making social engagement the core of the gameplay experience. The social network era marked a surge in accessible digital games, exemplified by (2009) on , which highlighted friend-based mechanics such as gifting virtual items, visiting farms, and collaborative harvesting to progress. At its peak in 2010, attracted over 80 million monthly active users, demonstrating the viral potential of integrating features to drive player retention and community building. This period saw a proliferation of similar browser and app-based games that blurred lines between gaming and social networking, peaking in the with widespread adoption on platforms like . In modern VR and AR contexts, games like (2016) offer immersive social spaces where players customize avatars, create user-generated rooms, and participate in multiplayer activities such as or using motion controls and voice chat for natural interactions. Similarly, (2018), a involving crewmates identifying impostors through discussion and voting, exploded in popularity from 2020 onward, reaching 500 million monthly active users by November 2020 due to its emphasis on deception, teamwork, and live-streamed play sessions. By 2025, trends include AI-moderated social lobbies in platforms, where generative AI facilitates dynamic group matching and to enhance safety and engagement in virtual worlds. Hybrid apps are also emerging, integrating AR to scan and incorporate physical game elements—like board pieces—into digital sessions for blended experiences.

Social and Cultural Impact

Psychological and Social Benefits

Social games offer notable psychological benefits, primarily through mechanisms that promote relaxation and emotional regulation. Participation in these interactive activities often induces , which has been shown to reduce levels—a key —by approximately 32% in post-session measurements, facilitating a physiological shift toward lower anxiety and improved mood. This effect is particularly pronounced in group settings where shared humor emerges naturally during play, as evidenced by research on casual social interactions. Additionally, prosocial video games have been linked to increased and reduced . On the social front, social games strengthen relational bonds by building trust and refining communication skills among participants. Studies indicate that structured play in group environments simulates interdependence and risk-sharing, leading to higher trust levels compared to non-game social activities, as players must collaborate or negotiate to achieve common goals. In contexts, such as corporate team-building exercises, these activities can enhance . Research from the in the 2010s highlights how social games bolster in children, with immersive play linked to better prosocial behaviors and emotional recognition through repeated social simulations. A 2020 study further demonstrates gains during the , where play, including social elements, provided connections and supported via player engagement and community interactions. Online gaming can benefit emotionally sensitive individuals by fostering friendships and accommodating social interactions.

Cultural Significance and Variations

Social games have played integral roles in cultural practices across , embedding and festivity into communal activities. In , during the (1603–1868), card games evolved into a prominent social custom, often featured in New Year's festivals to recite and match classical waka poems from the Hyakunin Isshu anthology, fostering literary appreciation and group interaction among participants. Similarly, in , lotería emerged as a cherished family tradition in the , originating from European influences but adapted in around 1769 and gaining widespread popularity through fairs and home gatherings by the mid-1800s, where illustrated cards depicting cultural symbols like "El Corazón" promoted storytelling and bonding during social events. Globally, social games reflect diverse oral and seasonal traditions, adapting to local narratives and rituals. In various African communities, such as among the Igbo and Izon peoples, moonlight games incorporate , where participants engage in interactive folktales, riddles, and songs under evening gatherings, preserving historical knowledge and social values through communal play that dates back to precolonial eras. In Western cultures, holiday-specific games like , rooted in Scandinavian Julklapp customs from the , have become a staple of celebrations, involving anonymous gift exchanges that emphasize surprise, generosity, and group merriment in family and workplace settings across and . In contemporary contexts, social games have gained significance in and broader cultural narratives. During the , board games designed for social movements, such as Rise Up: The Game of People & Power (released in 2017 and adopted in activist circles post-2020), simulate organizing for , enabling players to explore coalition-building and systemic change in workshops and protests, thereby serving as tools for and . Additionally, social games influence pop through media adaptations, as seen in films like (1995 and 2017 sequels), which transform mechanics into adventure narratives, inspiring real-world play and highlighting themes of and in global entertainment. Regional adaptations further illustrate the flexibility of social games in incorporating local flavors. Originating in 1986 from Russian psychology student Dmitry Davydov at , the Mafia spread internationally in the late and , evolving into variants like in the United States, where cultural tweaks often adjust roles and scenarios to align with regional humor—such as satirical takes on —or sensitivities around taboos like violence, ensuring the game's social deduction elements resonate with diverse audiences.

References

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