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Thursday, June 18, 2009

GAMES


Ludwig Wittgenstein
Ludwig Wittgenstein was probably the first academic philosopher to address the definition of the word game. 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.

Roger Caillois
French sociologist
Roger Caillois, in his book Les jeux et les hommes (Games and Men),[6] 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 is not productive
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
Computer game designer
Chris Crawford attempted to define the term game[1] 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. Video 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, in which players (including active agents) can interfere with each other.

Other definitions
"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)
"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)
"A game is an activity among two or more independent decision-makers seeking to achieve their objectives in some limiting context." (
Clark C. Abt)
"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)[10]
"A game is a form of play with goals and structure." (
Kevin Maroney)[11]

Gameplay elements and classification
Games can be characterized by "what the player does."
[1] This is often referred to as gameplay. Major key elements identified in this context are tools and rules which define the overall context of game and which in turn produce skill, strategy, and chance.[clarification needed]

Tools
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, 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 its 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 utilise 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.

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