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==Types== {{See also|List of game genres}} [[File:Tug-of-war.jpg|thumb|[[Tug of war]] is an easily organized, impromptu game that requires little equipment.]] Games can take a variety of forms, from competitive [[sport]]s to [[board game]]s and video games. ===Sports=== {{Main|Sport}} [[File:UEFA-Women's Cup Final 2005 at Potsdam 1.jpg|thumb|Association football is a popular sport worldwide.|alt=]] Many sports require special equipment and dedicated playing fields, leading to the involvement of a community much larger than the group of players. A city or town may set aside such resources for the organization of sports leagues. Popular sports may have [[spectator sport|spectators]] who are entertained just by watching games. A community will often align itself with a local sports team that supposedly represents it (even if the team or most of its players only recently moved in); they often align themselves against their opponents or have traditional rivalries. The concept of [[fan (aficionado)|fandom]] began with sports fans. ====Lawn games==== [[Lawn game]]s are outdoor games that can be played on a [[lawn]]; an area of mowed grass (or alternately, on graded soil) generally smaller than a [[sports field]] (pitch). Variations of many games that are traditionally played on a sports field are [[marketing|marketed]] as "lawn games" for home use in a front or back yard. Common lawn games include [[Horseshoes (game)|horseshoes]], [[sholf]], [[croquet]], [[bocce]], and [[lawn bowls]]. ===Tabletop games=== {{Main|Tabletop game}} A tabletop game is a game where the elements of play are confined to a small area and require little physical exertion, usually simply placing, picking up and moving game pieces. Most of these games are played at a table around which the players are seated and on which the game's elements are located. However, many games falling into this category, particularly [[party game]]s, are more free-form in their play and can involve physical activity such as mime. Still, these games do not require a large area in which to play them, large amounts of strength or stamina, or specialized equipment other than what comes in a box. ====Dexterity and coordination games==== This class of games includes any game in which the skill element involved relates to manual dexterity or hand-eye coordination, but excludes the class of video games (see below). Games such as [[Knucklebones|jacks]], [[paper football]], and [[Jenga]] require only very portable or improvised equipment and can be played on any flat level surface, while other examples, such as [[pinball]], [[billiards]], [[air hockey]], [[foosball]], and [[table hockey games|table hockey]] require specialized tables or other self-contained modules on which the game is played. The advent of home video game systems largely replaced some of these, such as table hockey, however air hockey, billiards, pinball and foosball remain popular fixtures in private and public game rooms. These games and others, as they require reflexes and coordination, are generally performed more poorly by intoxicated persons but are unlikely to result in injury because of this; as such the games are popular as [[drinking games]]. In addition, dedicated drinking games such as [[Quarters (drinking game)|quarters]] and [[beer pong]] also involve physical coordination and are popular for similar reasons. ====Board games==== {{Main|Board game}} [[File:Clann.jpg|thumb|right|[[Parcheesi]] is an American adaptation of a [[Pachisi]], originating in India.]] Board games use as a central tool a board on which the players' status, resources, and progress are tracked using physical tokens. Many also involve [[dice]] or cards. Most games that simulate war are board games (though a large number of video games have been created to simulate strategic combat), and the board may be a map on which the players' tokens move. Virtually all board games involve "turn-based" play; one player contemplates and then makes a move, then the next player does the same, and a player can only act on their turn. This is opposed to "real-time" play as is found in some card games, most sports and most video games. Some games, such as [[chess]] and [[Go (game)|Go]], are entirely deterministic, relying only on the strategy element for their interest. Such games are usually described as having "[[perfect information]]"; the only unknown is the exact thought processes of one's opponent, not the outcome of any unknown event inherent in the game (such as a card draw or die roll). Children's games, on the other hand, tend to be very luck-based, with games such as [[Candy Land]] and [[Chutes and Ladders]] having virtually no decisions to be made. By some definitions, such as that by [[Greg Costikyan]], they are not games since there are no decisions to make which affect the outcome.<ref name="no words"/> Many other games involving a high degree of luck do not allow direct attacks between opponents; the random event simply determines a gain or loss in the standing of the current player within the game, which is independent of any other player; the "game" then is actually a "race" by definitions such as Crawford's. Most other board games combine strategy and luck factors; the game of [[backgammon]] requires players to decide the best strategic move based on the roll of two [[dice]]. Trivia games have a great deal of randomness based on the questions a person gets. [[German-style board game]]s are notable for often having rather less of a luck factor than many board games. Board game groups include [[race games]], [[:Category:Roll-and-move board games|roll-and-move]] games, [[abstract strategy games]], [[word games]], and [[wargaming|wargames]], as well as [[trivia]] and other elements. Some board games fall into multiple groups or incorporate elements of other genres: [[Cranium (game)|Cranium]] is one popular example, where players must succeed in each of four skills: artistry, live performance, trivia, and language. ====Card games==== {{Main|Card game}} {{further|Collectible card game}} [[File:Kaartspelers, Theodoor Rombouts, 17de eeuw, Koninklijk Museum voor Schone Kunsten Antwerpen, 358.jpg|thumb|''Playing Cards'', by [[Theodoor Rombouts]], 17th century]] Card games use a deck of cards as their central tool. These cards may be a standard [[Playing card#Anglo-American|Anglo-American]] (52-card) deck of [[playing cards]] (such as for [[Contract Bridge|bridge]], [[poker]], [[Rummy]], etc.), a regional deck using 32, 36 or 40 cards and different suit signs (such as for the popular German game [[skat (card game)|skat]]), a [[tarot card games|tarot deck]] of 78 cards (used in Europe to play a variety of [[trick-taking game]]s collectively known as Tarot, Tarock or Tarocchi games), or a deck specific to the individual game (such as ''[[Set (game)|Set]]'' or [[1000 Blank White Cards]]). [[Uno (card game)|Uno]] and [[Rook (card game)|Rook]] are examples of games that were originally played with a standard deck and have since been commercialized with customized decks. Some [[collectible card game]]s such as ''[[Magic: The Gathering]]'' are played with a small selection of cards that have been collected or purchased individually from large available sets. Some board games include a deck of cards as a gameplay element, normally for randomization or to keep track of game progress. Conversely, some card games such as [[Cribbage]] use a board with movers, normally to keep score. The differentiation between the two genres in such cases depends on which element of the game is foremost in its play; a board game using cards for random actions can usually use some other method of randomization, while Cribbage can just as easily be scored on paper. These elements as used are simply the traditional and easiest methods to achieve their purpose. ====Dice games==== {{Main|Dice game}} [[File:Math games - Big Brother Mouse activity day.jpg|thumb|Students using dice to improve numeracy skills. They roll three dice, then use basic math operations to combine those into a new number which they cover on the board. The goal is to cover four squares in the row.]] Dice games use a number of [[dice]] as their central element. Board games often use dice for a randomization element, and thus each roll of the dice has a profound impact on the outcome of the game, however dice games are differentiated in that the dice do not determine the success or failure of some other element of the game; they instead are the central indicator of the person's standing in the game. Popular dice games include ''[[Yahtzee]]'', [[Farkle]], [[Bunco]], [[Liar's dice]]/[[Perudo]], and [[Poker dice]]. As dice are, by their very nature, designed to produce [[random number generator|apparently random numbers]], these games usually involve a high degree of luck, which can be directed to some extent by the player through more strategic elements of play and through tenets of [[probability theory]]. Such games are thus popular as gambling games; the game of [[Craps]] is perhaps the most famous example, though Liar's dice and Poker dice were originally conceived of as gambling games. ====Domino and tile games==== {{Main|Tile-based game|Dominoes}} Domino games are similar in many respects to card games, but the generic device is instead a set of tiles called [[dominoes]], which traditionally each have two ends, each with a given number of dots, or "pips", and each combination of two possible end values as it appears on a tile is unique in the set. The games played with dominoes largely center around playing a domino from the player's "hand" onto the matching end of another domino, and the overall object could be to always be able to make a play, to make all open endpoints sum to a given number or multiple, or simply to play all dominoes from one's hand onto the board. Sets vary in the number of possible dots on one end, and thus of the number of combinations and pieces; the most common set historically is ''double-six'', though in more recent times "extended" sets such as ''double-nine'' have been introduced to increase the number of dominoes available, which allows larger hands and more players in a game. [[Muggins]], [[Mexican Train]], and [[Chicken Foot (domino game)|Chicken Foot]] are very popular domino games. [[Texas 42]] is a domino game more similar in its play to a "trick-taking" [[card game]]. Variations of traditional dominoes abound: [[Triominoes]] are similar in theory but are triangular and thus have three values per tile. Similarly, a game known as [[Quad-Ominos]] uses four-sided tiles. Some other games use tiles in place of cards; [[Rummikub]] is a variant of the [[Rummy]] card game family that uses tiles numbered in ascending rank among four colors, very similar in makeup to a 2-deck "pack" of Anglo-American [[playing cards]]. [[Mahjong]] is another game very similar to [[Rummy]] that uses a set of tiles with card-like values and art. Lastly, some games use graphical tiles to form a board layout, on which other elements of the game are played. [[Settlers of Catan]] and [[Carcassonne (board game)|Carcassonne]] are examples. In each, the "board" is made up of a series of tiles; in Settlers of Catan the starting layout is random but static, while in Carcassonne the game is played by "building" the board tile-by-tile. [[Hive (game)|Hive]], an abstract strategy game using tiles as moving pieces, has mechanical and strategic elements similar to [[chess]], although it has no board; the pieces themselves both form the layout and can move within it. ====Pencil and paper games==== {{main|Paper-and-pencil game}} Pencil and paper games require little or no specialized equipment other than writing materials, though some such games have been commercialized as board games (''[[Scrabble]]'', for instance, is based on the idea of a [[crossword puzzle]], and [[tic-tac-toe]] sets with a boxed grid and pieces are available commercially). These games vary widely, from games centering on a design being drawn such as ''[[Pictionary]]'' and "connect-the-dots" games like [[sprouts (game)|sprouts]], to letter and word games such as ''[[Boggle]]'' and ''[[Scattergories]]'', to solitaire and logic puzzle games such as [[Sudoku]] and [[crossword puzzles]]. ====Guessing games==== {{main|Guessing game}} A guessing game has as its core a piece of information that one player knows, and the object is to coerce others into guessing that piece of information without actually divulging it in text or spoken word. [[Charades]] is probably the most well-known game of this type, and has spawned numerous commercial variants that involve differing rules on the type of communication to be given, such as ''[[Catch Phrase (game)|Catch Phrase]]'', ''[[Taboo (game)|Taboo]]'', ''[[Pictionary]]'', and similar. The genre also includes many [[game shows]] such as ''[[Win, Lose or Draw]]'', ''[[Password (American game show)|Password]]'' and ''[[$25,000 Pyramid]]''. ===Video games=== {{Main|Video game}} {{See also|Electronic game}} Video games are computer- or [[microprocessor]]-controlled games. Computers can create virtual spaces for a wide variety of game types. Some video games simulate conventional game objects like cards or dice, while others can simulate environs either grounded in reality or fantastical in design, each with its own set of rules or goals. A computer or video game uses one or more [[input device]]s, typically a [[button (control)|button]]/[[joystick]] combination (on [[arcade games]]); a [[Computer keyboard|keyboard]], [[Computer mouse|mouse]] or [[trackball]] ([[computer games]]); or a [[Game controller|controller]] or a motion sensitive tool ([[Video game console|console games]]). More esoteric devices such as [[paddle (game controller)|paddle controllers]] have also been used for input. There are many genres of video game; the first commercial video game, ''[[Pong]]'', was a simple simulation of [[table tennis]]. As processing power increased, new genres such as adventure and action games were developed that involved a player guiding a character from a third person perspective through a series of obstacles. This "real-time" element cannot be easily reproduced by a board game, which is generally limited to "turn-based" strategy; this advantage allows video games to simulate situations such as combat more realistically. Additionally, the playing of a video game does not require the same physical skill, strength or danger as a real-world representation of the game, and can provide either very realistic, exaggerated or impossible physics, allowing for elements of a fantastical nature, games involving physical violence, or simulations of sports. Lastly, a computer can, with varying degrees of success, simulate one or more human opponents in traditional table games such as [[chess]], leading to simulations of such games that can be played by a single player. In more open-ended computer simulations, also known as sandbox-style games, the game provides a virtual environment in which the player may be free to do whatever they like within the confines of this universe. Sometimes, there is a lack of goals or opposition, which has stirred some debate on whether these should be considered "games" or "toys". (Crawford specifically mentions [[Will Wright (game designer)|Will Wright]]'s ''[[SimCity]]'' as an example of a toy.)<ref name="craw" /> ====Online games==== {{Main|Online game}} [[Online games]] have been part of culture from the very earliest days of [[computer network|networked]] and [[time-share]]d computers. Early commercial systems such as [[PLATO (computer system)|Plato]] were at least as widely famous for their games as for their strictly educational value. In 1958, ''[[Tennis for Two]]'' dominated Visitor's Day and drew attention to the [[oscilloscope]] at the [[Brookhaven National Laboratory]]; during the 1980s, [[Xerox PARC]] was known mainly for ''[[Maze War]]'', which was offered as a hands-on demo to visitors. Modern online games are played using an Internet connection; some have dedicated [[client (computing)|client]] programs, while [[browser game|others]] require only a [[web browser]]. Some simpler browser games appeal to more casual game-playing demographic groups (notably older audiences) that otherwise play very few video games.<ref>{{Cite journal |last=De Schutter |first=Bob |date=March 2011 |title=Never Too Old to Play: The Appeal of Digital Games to an Older Audience |journal=Games and Culture |language=en-US |volume=6 |issue=2 |pages=155β170 |doi=10.1177/1555412010364978 |s2cid=220317720 |issn=1555-4120}}</ref> ===Role-playing games=== {{Main|Role-playing game}} Role-playing games, often abbreviated as RPGs, are a type of game in which the participants (usually) assume the roles of characters acting in a fictional setting. The original role playing games β or at least those explicitly marketed as such β are played with a handful of participants, usually face-to-face, and keep track of the developing fiction with pen and paper. Together, the players may collaborate on a story involving those characters; create, develop, and "explore" the setting; or vicariously experience an adventure outside the bounds of everyday life. Pen-and-paper role-playing games include, for example, ''[[Dungeons & Dragons]]'' and ''[[GURPS]]''. The term ''role-playing game'' has also been appropriated by the video game industry to describe [[role-playing video game|a genre of video games]]. These may be single-player games where one player experiences a programmed environment and story, or they may allow players to interact through the internet. The experience is usually quite different from traditional role-playing games. Single-player games include ''[[Final Fantasy]]'', ''[[Fable (2004 video game)|Fable]]'', ''[[The Elder Scrolls]]'', and ''[[Mass Effect]]''. Online multi-player games, often referred to as [[Massively multiplayer online game|Massively Multiplayer Online role playing games]], or MMORPGs, include ''[[RuneScape]]'', ''[[EverQuest 2]]'', ''[[Guild Wars]]'', ''[[MapleStory]]'', ''[[Anarchy Online]]'', and ''[[Dofus]]''. {{As of|2009}}, the most successful MMORPG has been ''[[World of Warcraft]]'', which controls the vast majority of the market.<ref>{{Cite web |last=Woodcock |first=Bruce Sterling |year=2008 |title=An Analysis of MMOG Subscription Growth |url=http://www.mmogchart.com/analysis-and-conclusions/ |access-date=16 November 2008}}</ref> ===Business games=== {{Main|Team building}} Business games can take a variety of forms, from interactive board games to interactive games involving different props (balls, ropes, hoops, etc.) and different kinds of activities. The purpose of these games is to link to some aspect of organizational performance and to generate discussions about business improvement. Many business games focus on organizational behaviors. Some of these are computer simulations while others are simple designs for play and debriefing. Team building is a common focus of such activities. ===Simulation=== {{Main|Simulation game}} The term "game" can include simulation<ref>{{Cite web |title=Roleplay Simulation for Teaching and Learning |url=http://www.roleplaysim.org/papers/ |archive-url=https://web.archive.org/web/20080205122144/http://www.roleplaysim.org/papers/ |archive-date=5 February 2008}}</ref><ref>{{Cite web |title=Roleplay Simulation Gamer Site |url=http://www.playburg.com |access-date=29 July 2009 |publisher=Playburg.com}}</ref> or re-enactment of various activities or use in "real life" for various purposes: e.g., [[training]], analysis, prediction. Well-known examples are [[military exercise|war games]] and [[role-playing]]. The root of this meaning may originate in the human prehistory of games deduced by [[anthropology]] from observing [[primitive culture]]s, in which children's games mimic the activities of adults to a significant degree: [[hunting]], warring, [[nursing]], etc. These kinds of games are preserved in modern times.{{Original research inline|date=February 2009}}
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