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Games
A game is a structured or semi-structured activity, usually undertaken for enjoyment and sometimes also used as educational tools. (The term "game" is also used to describe simulation of various activities e.g., for the purposes of training, analysis or prediction, etc. more...
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Balls, Frisbees, Boomerangs
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Games
Inflatable Bouncers
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Other
Parachutes
Pedal Cars
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Sand, Water Toys
Swings, Slides, Gyms
Tents, Tunnels, Playhut
Trampolines
Pretend Play, Preschool
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Radio Control
Robots, Monsters, Space Toys
Stuffed Animals
TV, Movie, Character Toys
Toy Soldiers
Vintage, Antique Toys
, see "Game (simulation)".) Games are generally distinct from work, which is usually carried out for remuneration, and from art, which is more concerned with the expression of ideas. However, the distinction is not clear-cut, and many games may also be considered work and/or art. Key components of games are goals, rules, challenge, and interactivity. Games generally involve mental or physical stimulation, and sometimes both. Many games help develop practical skills, serve as a form of exercise, or otherwise perform an educational, simulational or psychological role.
Known to have been played as far back as prehistoric times, Games are a universal part of the human experience, for all cultures, genders and ages.
Definitions
Ludwig Wittgenstein was probably the first to give serious thought to the definition of the word. In his Philosophical Investigations, Wittgenstein demonstrated that the elements of games, such as play, rules, and competition, all fail to adequately define what games are. He subsequently argued that the concept "game" could not be contained by any single definition, but that games must be looked at as a series of definitions that share a "family resemblance" to one another.
Computer game designer Chris Crawford attempted to define the term game using a series of dichotomies:
Creative expression is art if made for its own beauty, and entertainment if made for money. (This is the least rigid of his definitions. Crawford acknowledges that he often chooses a creative path over conventional business wisdom, which is why he rarely produces sequels to his games.);
A piece of entertainment is a plaything if it is interactive. Movies and books are cited as examples of non-interactive entertainment.;
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.;
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. Some games with noticeably algorithmic artificial intelligence can be played as puzzles; these include the patterns used to evade ghosts in Pac-Man.);
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, active agents to play against, which any player (including active agents) could interfere one another, and which is designed to make money for the creator.
Read more at Wikipedia.org
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