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This article discusses all types of games in general. For video games, watch the video game. For further use, see Game (disambiguation).


Ancient Egyptian game board marked Amenhotep III with a unique slide cabinet, from 1390 to 1353 BC, made of glossy faience, dimensions: 5.5 × 7.7 × 21 cm, Brooklyn Museum (New York City)


An old deck full of popular playing cards, Flemish Hunting Deck, c. 1475-1480, paper with pen, ink, opaque paint, glazes, silver plated and gold, at the Metropolitan Museum of Art from New York City.


Children's Games, 1560, Pieter Bruegel the Elder


Table of theaters, c. 1735, wood and ivory marquetry, total: 78.7 x 94 x 54.6 cm, Cleveland Museum of Art (Cleveland, Ohio, US)


Card Players, 1895 drawing by Paul Cézanne showing a card game, Courtauld Institute of Art (London)

A game is a systematic play, usually designed for fun or entertainment, and is sometimes used as a teaching tool. [1] Games are different from work, usually for pay, and from art, which is often a reflection of aesthetics or ideas. However, the differences are not clear, and many games are also regarded as work (such as professional visual game players or games) or art (such as jigsaw puzzles or games involving an art form such as Mahjong, solitaire, or other video games).


Games are sometimes played for fun, sometimes for gain or reward. They can be played alone, in groups, or online; whether amateur or professional. Players may have an audience of non-players, such as when people are excited to watch a chess tournament. On the other hand, players in the game may engage their audience as they take their playing time. Often, the entertainment industry plays a role in determining who is a part of their audience and who is an actor. The toy and the game are not the same. Toys usually allow unlimited play while games come with current rules.


The most important parts of a game are goals, rules, challenges, and teamwork. Sports often involve mental or physical rejuvenation, and often both. Many games help develop skills, work as a gym, or play an educational, role-playing, or psychological role.


Proved since 2600 BC, [2] [3] games are part of the universal human experience and exist in all cultures. The Royal Game of Ur, the Senate, and Mancala are some of the oldest known games. [4]



Content

1 Definitions

1.1 Ludwig Wittgenstein

1.2 Roger Caillois

1.3 Chris Crawford

1.4 Other definitions

2 Toys and segmentation

2.1 Tools

2.2 Rules and objectives

2.3 Skills, strategy, and opportunity

2.4 Single player games

2.5 Multiplayer Games

3 Types

3.1 Sports

3.2 Tablet games

3.3 Video Games

3.4 Role play games

3.5 Business games

3.6 Imitation

4 See also

5 References

6 Read more

Definitions

Check out the game on Wiktionary, a free dictionary.

Ludwig Wittgenstein

Ludwig Wittgenstein was probably the first philosopher to discuss the meaning of the word play. In his book Philosophical Investigations, [5] Wittgenstein argued that the characteristics of sports, such as gaming, rules, and competition, all fail to adequately define sport. From this point on, Wittgenstein concluded that people use the word game in a variety of human activities that relate only to what one might call family resemblance. As the explanations for the next game show, this conclusion was not final and today many philosophers, such as Thomas Hurka, think that Wittgenstein was wrong and that Bernard Suits' explanation is a good answer to the problem. [6]


Roger Caillois

French sociologist Roger Caillois, in his book Les jeux et les hommes (1961), [7] described sport as a work that must have the following characteristics:


fun: the work is chosen by its simple-hearted character

separately: circumcised in time and place

uncertain: the result of the operation is not visible

non-productive: participation does not achieve anything useful

rules are governed: work has different rules than everyday

false: it is accompanied by awareness of a different truth

Chris Crawford

Game designer Chris Crawford defined the term in terms of computers. [8] using a series of dichotomies:


Creative language is art when it is made for its beauty, and entertainment when it is made for money.

A piece of entertainment is a game when they work together. Movies and books have been cited as examples of unbridled entertainment.

If there are no terms associated with the toy, the toy. (Crawford notes that in his definition, (a) a toy can be a feature of a game if a player makes rules, and (b) Sims and SimCity toys, not games.) If it has goals, the toy is a challenge.

If the challenge does not have a "competing agent competitor", it is confusing; if any, it is a conflict. (Crawford acknowledges that this is an independent experiment. Video games with visual algorithmic intelligence can be played as puzzles; these include patterns used to avoid ghosts in Pac-Man.)

Finally, if a player can only overtake an enemy, but not attack him to disrupt their performance, the clash is a competition. (Competitions include running and skating on the water.) However, if the attack is allowed, then the conflict is worth it as a sport.

So Crawford's definition could be interpreted as [real research?]: Collaborative work, focused on funded goals, and active agents to play against, where players (including active agents) can interfere with each other.


Some explanations, however, as well as history, show that entertainment and games are not intended for financial gain.

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