Game (nonfiction): Difference between revisions
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[[File:Les_joueurs_de_carte_by_Paul_Cézanne_1892.jpg|thumb|''Les Joueurs de Carte'' (The Card Players) by Paul Cézanne (1892-95).]]A '''game''' is a structured form of play, usually undertaken for enjoyment and sometimes used as an educational tool. Games are distinct from work, which is usually carried out for remuneration, and from art, which is more often an expression of aesthetic or ideological elements. However, the distinction is not clear-cut, and many games are also considered to be work (such as professional players of spectator sports or games) or art (such as jigsaw puzzles or games involving an artistic layout such as Mahjong, solitaire, or some video games). | [[File:Les_joueurs_de_carte_by_Paul_Cézanne_1892.jpg|thumb|''Les Joueurs de Carte'' (The Card Players) by Paul Cézanne (1892-95).]]A '''game''' is a structured form of play, usually undertaken for enjoyment and sometimes used as an educational tool. | ||
Games are distinct from work, which is usually carried out for remuneration, and from [[Art (nonfiction)|art]], which is more often an expression of aesthetic or ideological elements. However, the distinction is not clear-cut, and many games are also considered to be work (such as professional players of spectator sports or games) or [[Art (nonfiction)|art]] (such as jigsaw puzzles or games involving an artistic layout such as Mahjong, solitaire, or some video games). | |||
Games are sometimes played purely for entertainment, sometimes for achievement or reward as well. They can be played alone, in teams, or online; by amateurs or by professionals. The players may have an audience of non-players, such as when people are entertained by watching a chess championship. On the other hand, players in a game may constitute their own audience as they take their turn to play. Often, part of the entertainment for children playing a game is deciding who is part of their audience and who is a player. | Games are sometimes played purely for entertainment, sometimes for achievement or reward as well. They can be played alone, in teams, or online; by amateurs or by professionals. The players may have an audience of non-players, such as when people are entertained by watching a chess championship. On the other hand, players in a game may constitute their own audience as they take their turn to play. Often, part of the entertainment for children playing a game is deciding who is part of their audience and who is a player. | ||
Key components of games are goals, rules, challenge, and interaction. Games generally involve mental or physical stimulation, and often both. Many games help develop practical skills, serve as a form of exercise, or otherwise perform an educational, simulational, or psychological role. | Key components of games are goals, rules, challenge, and interaction. | ||
Games generally involve mental or physical stimulation, and often both. Many games help develop practical skills, serve as a form of exercise, or otherwise perform an educational, simulational, or psychological role. | |||
Attested as early as 2600 BC, 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. | Attested as early as 2600 BC, 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. | ||
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* [[Combinatorial game theory (nonfiction)]] | * [[Combinatorial game theory (nonfiction)]] | ||
* [[Extensive-form game (nonfiction)]] | * [[Extensive-form game (nonfiction)]] | ||
* [[Chomp (nonfiction)]] | |||
* [[Game theory (nonfiction)]] | * [[Game theory (nonfiction)]] | ||
* [[Hex (board game) (nonfiction)]] | * [[Hex (board game) (nonfiction)]] | ||
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* [[Strategy game (nonfiction)]] | * [[Strategy game (nonfiction)]] | ||
* [[The Strong (nonfiction)]] - an interactive, collections-based educational institution in Rochester, New York, United States, devoted to the study and exploration of play. | * [[The Strong (nonfiction)]] - an interactive, collections-based educational institution in Rochester, New York, United States, devoted to the study and exploration of play. | ||
* [[Tafl game (nonfiction)]] | |||
* [[Trading card (nonfiction)]] | |||
* [[TwixT (nonfiction)]] | * [[TwixT (nonfiction)]] | ||
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* [https://en.wikipedia.org/wiki/Game Game] @ Wikipedia | * [https://en.wikipedia.org/wiki/Game Game] @ Wikipedia | ||
Online games: | |||
* [http://philome.la/johnayliff/seedship/play SeedShip] | |||
[[Category:Nonfiction (nonfiction)]] | [[Category:Nonfiction (nonfiction)]] | ||
[[Category:Games (nonfiction)]] | [[Category:Games (nonfiction)]] | ||
[[Category:Game theory (nonfiction)]] | [[Category:Game theory (nonfiction)]] |
Latest revision as of 15:04, 20 May 2018
A game is a structured form of play, usually undertaken for enjoyment and sometimes used as an educational tool.
Games are distinct from work, which is usually carried out for remuneration, and from art, which is more often an expression of aesthetic or ideological elements. However, the distinction is not clear-cut, and many games are also considered to be work (such as professional players of spectator sports or games) or art (such as jigsaw puzzles or games involving an artistic layout such as Mahjong, solitaire, or some video games).
Games are sometimes played purely for entertainment, sometimes for achievement or reward as well. They can be played alone, in teams, or online; by amateurs or by professionals. The players may have an audience of non-players, such as when people are entertained by watching a chess championship. On the other hand, players in a game may constitute their own audience as they take their turn to play. Often, part of the entertainment for children playing a game is deciding who is part of their audience and who is a player.
Key components of games are goals, rules, challenge, and interaction.
Games generally involve mental or physical stimulation, and often both. Many games help develop practical skills, serve as a form of exercise, or otherwise perform an educational, simulational, or psychological role.
Attested as early as 2600 BC, 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.
In the News
Fiction cross-reference
Nonfiction cross-reference
- Abstract strategy game (nonfiction)
- Bayesian game (nonfiction)
- Chess (nonfiction)
- Combinatorial game theory (nonfiction)
- Extensive-form game (nonfiction)
- Chomp (nonfiction)
- Game theory (nonfiction)
- Hex (board game) (nonfiction)
- Maker-Breaker game (nonfiction)
- Move by nature (nonfiction)
- Pie rule (nonfiction) - rule used to balance abstract strategy games where a first-move advantage has been demonstrated
- Positional game (nonfiction)
- Sequential game (nonfiction)
- Shannon switching game (nonfiction)
- Signaling game (nonfiction)
- Strategy game (nonfiction)
- The Strong (nonfiction) - an interactive, collections-based educational institution in Rochester, New York, United States, devoted to the study and exploration of play.
- Tafl game (nonfiction)
- Trading card (nonfiction)
- TwixT (nonfiction)
External links:
- Game @ Wikipedia
Online games: