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Prior to the late-twentieth century, the academic study of games was rare and limited to fields such as history and anthropology.
As the video game revolution took off in the early s, so did academic interest in games, resulting in a field that draws on diverse methodologies and schools of thought.
These influences may be characterized broadly in three ways: Broadly speaking, the social scientific approach has concerned itself with the question of "What do games do to people?
In general terms, the humanities approach has concerned itself with the question of "What meanings are made through games?
The main question this approach deals with can be summarized as "How can we create better games? Different approaches to studying this problem have included looking at describing how to design games   and extracting guidelines and rules of thumb for making better games .
Game theory is a study of strategic decision making. Specifically, it is "the study of mathematical models of conflict and cooperation between intelligent rational decision-makers".
The games studied in game theory are well-defined mathematical objects. To be fully defined, a game must specify the following elements: Rasmusen refers to these four "essential elements" by the acronym "PAPI".
These equilibrium strategies determine an equilibrium to the game—a stable state in which either one outcome occurs or a set of outcomes occur with known probability.
Games can be characterized by "what the player does"  and what the player experiences. This is often referred to as gameplay. Major key elements identified in this context are tools and rules that define the overall context of game.
Games are often classified by the components required to play them e. 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.
Whereas games are often characterized by their tools, they are often defined by their rules. While rules are subject to variations and changes , enough change in the rules usually results in a "new" game.
There are exceptions to this in that some games deliberately involve the changing of their own rules, but even then there are often immutable meta -rules.
Player rights may include when they may spend resources or move tokens. Most games require multiple players. Single-player games are unique in respect to the type of challenges a player faces.
This is also true of cooperative games , in which multiple players share a common goal and win or lose together.
Many games described as "single-player" or "cooperative" could alternatively be described as puzzles or recreations, in that they do not involve strategic behavior as defined by game theory , in which the expected reaction of an opponent to a possible move becomes a factor in choosing which move to make.
Games against opponents simulated with artificial intelligence differ from other single-player games in that the algorithms used usually do incorporate strategic behavior.
Stories told in games may focus on narrative elements that can be communicated through the use of mechanics and player choice. Narrative plots in games generally have a clearly defined and simplistic structure.
Mechanical choices on the part of the designer s often drastically effect narrative elements in the game. However, due to a lack of unified and standardized teaching and understanding of narrative elements in games, individual interpretations, methods, and terminology vary wildly.
Because of this, most narrative elements in games are created unconsciously and intuitively. However, as a general rule, game narratives increase in complexity and scale as player choice or game mechanics increase in complexity and scale.
One example of this is removing a players ability to directly affect the plot for a limited time. This lack of player choice necessitates an increase in mechanical complexity, and could be used as a metaphor to symbolize depression that is felt by a character in the narrative.
Games of skill include games of physical skill, such as wrestling , tug of war , hopscotch , target shooting , and horseshoes , and games of mental skill such as checkers and chess.
Games of strategy include checkers, chess, go , arimaa , and tic-tac-toe , and often require special equipment to play them. Games of chance include gambling games blackjack , mah-jongg , roulette , etc.
Most games contain two or all three of these elements. For example, American football and baseball involve both physical skill and strategy while tiddlywinks , poker , and Monopoly combine strategy and chance.
Many card and board games combine all three; most trick-taking games involve mental skill, strategy, and an element of chance, as do many strategic board games such as Risk , Settlers of Catan , and Carcassonne.
By learning through play [a] children can develop social and cognitive skills, mature emotionally, and gain the self-confidence required to engage in new experiences and environments.
Typically, the development process is an iterative process, with repeated phases of testing and revision. During revision, additional design or re-design may be needed.
Sometimes these activities are done by the game publisher, not the designer, or may be dictated by a licensed property such as when designing a game based on a film.
Often the game designer is also its developer, although some publishers do extensive development of games to suit their particular target audience after licensing a game from a designer.
For larger games, such as collectible card games and most video games, a team is used and the designer and developer roles are usually split among multiple people.
Many graphic elements of games are created by the designer when producing a prototype of the game, revised by the developer based on testing, and then further refined by the artist and combined with artwork as a game is prepared for publication or release.
For video games, game artists are responsible for all of the aspects of game development that call for visual art.
A game concept is an idea for a game, briefly describing its core play mechanisms, who the players represent, and how they win or lose.
A game concept may be "pitched" to a game publisher in a similar manner as film ideas are pitched to potential film producers.
Alternatively, game publishers holding a game license to intellectual property in other media may solicit game concepts from several designers before picking one to design a game, typically paying the designer in advance against future royalties.
During design, a game concept is fleshed out. Mechanisms are specified in terms of components boards, cards, on-screen entities, etc.
The play sequence and possible player actions are defined, as well as how the game starts, ends, and what is its winning condition. In video games, storyboards and screen mockups may be created.
A game prototype is a draft version of a game used for testing. Typically, creating a prototype marks the shift from game design to game development and testing.
Although prototyping in regards to human-computer interaction and interaction design are both studied, the use of prototyping in game design has remained relatively unexplored.
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Traditional board games date from the nineteenth and early twentieth century. Whereas ancient board game design was primarily focused on rules alone, traditional board games were often influenced by Victorian mores.
By the s and s, board game design began to emphasize amusement over education, and characters from comic strips, radio programmes, and in the s television shows began to be featured in board game adaptations.
Recent developments in modern board game design can be traced to the s in Germany, and have led to increased popularity of " German-style board games " also known as "Eurogames" or "designer games".
The design emphasis of these board games is to give players meaningful choices. Moon has described as "elegant game design". The Psychology of Optimal Experience".
Modern technological advances have had a democratizing effect on board game production, with services like Kickstarter providing designers with essential startup capital and tools like 3D printers facilitating the production of game pieces and board game prototypes.
Card games include games with cards that are custom-tailored to the game, as in many modern games, as well as those whose design is constricted by the type of the deck of cards , like Tarot or the four-suited Latin decks.
Card games can be played for fun, such as Go Fish , or as gambling games, such as Poker. In Asian cultures, special sets of tiles can serve the same function as cards, as in mahjong , a game similar to and thought to be the distant ancestor of the Western card game rummy.
Western dominoes games are believed to have developed from Asian tile games in the 18th century. The Gathering was the first collectible card game or "trading card game" in The line between card and board games is not clear-cut, as many card games, such as solitaire , involve playing cards to form a "tableau", a spatial layout or board.
Many board games, in turn, uses specialized cards to provide random events, such as the Chance cards of Monopoly game , or as the central mechanism driving play, as in many card-driven wargames.
How players play their cards, revealing information and interacting with previous plays as they do so, is central to card game design.
In partnership card games, such as Bridge , rules limiting communication between players on the same team become an important part of the game design.
This idea of limited communication has been extended to cooperative card games, such as Hanabi. Dice games are among the oldest known games and have often been associated with gambling.
Non-gambling dice games, such as Yatzy , Poker dice , or Yahtzee became popular in the midth century. The line between dice and board games is not clear-cut, as dice are often used as randomization devices in board games, such as Monopoly or Risk , while serving as the central drivers of play in games such as Backgammon or Pachisi.
Dice games differ from card games in that each throw of the dice is an independent event , whereas the odds of a given card being drawn is affected by all the previous cards drawn or revealed from a deck.
Casino game design can entail the creation of an entirely new casino game, the creation of a variation on an existing casino game, or the creation of a new side bet on an existing casino game.
Casino game mathematician, Michael Shackleford has noted that it is much more common for casino game designers today to make successful variations than entirely new casino games.
Unlike the majority of other games which are designed primarily in the interest of the player, one of the central aims of casino game design is to optimize the house advantage and maximize revenue from gamblers.
Successful casino game design works to provide entertainment for the player and revenue for the gambling house.
To maximise player entertainment, casino games are designed with simple easy-to-learn rules that emphasize winning i. To maximise success for the gambling house, casino games are designed to be easy for croupiers to operate and for pit managers to oversee.
The two most fundamental rules of casino game design is that the games must be non-fraudable  including being as nearly as possible immune from advantage gambling  , and that they must mathematically favor the house winning.
The design of role-playing games requires the establishment of setting , characters , and basic gameplay rules or mechanics. After a role-playing game is produced, additional design elements are often devised by the players themselves.
In many instances, for example, character creation is left to the players. Likewise, the progression of a role-playing game is determined in large part by the gamemaster whose individual campaign design may be directed by one of several role-playing game theories.
There is no central core for tabletop role-playing game theory because different people want such different things out of the games. Probably the most famous category of RPG theory, GNS Theory assumes that people want one of three things out of the game — a better, more interestingly challenging game, to create a more interesting story , or a better simulation — in other words better rules to support worldbuilding.
Sports games are made with the same rules as the sport the game portrays. Video game design is a process that takes place in the pre-production phase of video game development.
In the video game industry, game design describes the creation of the content and rules of a video game. The amount of work that is required to accomplish this often demands the use of a design team which may be divided into smaller game design disciplines.
An important aspect of video game design is human-computer interaction  and game feel. The first military war games , or Kriegsspiel , were designed in Prussia in the 19th century to train staff officers.
From Wikipedia, the free encyclopedia. For video game design, see Video game design. This article includes a list of references , but its sources remain unclear because it has insufficient inline citations.
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Studies on the Culture of Video Games and gaming. A review of the literature" PDF. Aggression and Violent Behavior.
Archived PDF from the original on 26 November Analysis of Conflict, Harvard University Press, p. Games and Information , 4th ed.
Game Theory and Economic Modelling.