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Thursday, September 27, 2018

Information Of Game

GAME ?Related image


https://vibrantindiannews.blogspot.com/2018/09/what-is-junk-food.html


Defination of Game :

         French sociologist Roger Caillois, in his book Les jeuxetles hommes (Games and Men), 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 does not accomplish anything useful
  • 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, founder of The Journal of Computer Game Design, has attempted to define the term game. using a series of dichotomies:
    1. Creative expression is art if made for its own beauty, and entertainment if made for money.
    2. A piece of entertainment is a  plaything if it is interactiveMovies and books are cited as examples of non-interactive entertainment.
    3. If no goals are associated with a plaything, it is a toy . If it has goals, a plaything is a challenge.
    4. If a challenge has no "active agent against whom you compete", it is a puzzle; if there is one, it is a conflict
    5. Finally, if the player can only outperform the opponent, but not attack them to interfere with their performance, the conflict is a competition. However, if attacks are allowed, then the conflict qualifies as a game.
    6. "A game is a system in which players engage in an artificial conflict, defined by rules, that results in a quantifiable outcome." 
    7. "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."  According to this definition, some "games" that do not involve choices, such as Chutes and LaddersCandy Land, and War are not technically games any more than a slot machine is.
    8. "A game is an activity among two or more independent decision-makers seeking to achieve their objectives in some limiting context."
    9. "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." 
    10. "A game is a form of play with goals and structure." 
    11. "to play a game is to engage in activity directed toward bringing about a specific state of affairs, using only means permitted by specific rules, where the means permitted by the rules are more limited in scope than they would be in the absence of the rules, and where the sole reason for accepting such limitation is to make possible such activity." 
    12. "When you strip away the genre differences and the technological complexities, all games share four defining traits: a goal, rules, a feedback system, and voluntary participation." 
    13. "A game is a system in which players engage in an artificial conflict, defined by rules, that results in a quantifiable outcome." 
    14. "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."  According to this definition, some "games" that do not involve choices, such as Chutes and LaddersCandy Land, and War  are not technically games any more than a slot machine is.
    15. "A game is an activity among two or more independent decision-makers seeking to achieve their objectives in some limiting context."
    16. "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." 
    17. "A game is a form of play with goals and structure." 
    18. "to play a game is to engage in activity directed toward bringing about a specific state of affairs, using only means permitted by specific rules, where the means permitted by the rules are more limited in scope than they would be in the absence of the rules, and where the sole reason for accepting such limitation is to make possible such activity." 
    19. "When you strip away the genre differences and the technological complexities, all games share four defining traits: a goal, rules, a feedback system, and voluntary participation."

      Tools:


             Games are often classified by the components required to play them . 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 rugbybasketballsoccer (football)crickettennis, 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 use 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.



 

Rules :

        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. For instance, baseball can be played with "real" baseballs or with wiffleball. However, if the players decide to play with only three bases, they are arguably playing a different 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.

       Rules generally determine the time-keeping system, the rights and responsibilities of the players, and each player's goals. Player rights may include when they may spend resources or move tokens. Common win conditions are being first to amass a certain quota of points or tokens , having the greatest number of tokens at the end of the game, or some relationship of one's game tokens to those of one's opponent.


Types of GAME:-

Sports:


        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 spectators who are entertained just by watching games. A community will often align itself with a local sports team that supposedly represents it; they often align themselves against their opponents or have traditional rivalries. The concept of fandom began with sports fans.

Lawn games:

Image result for lawn game pic
        A lawn game is an outdoor game that can be played on a lawn. Many types and variations of lawn games exist, which includes games that use balls and the throwing of objects as their primary means of gameplay. Some lawn games are historical in nature, having been devised and played in different forms for centuries. Some lawn games are traditionally played on a pitch (sports field). Some companies produce and market lawn games for home use in a front or backyard.


Tabletop games:

Image result for table game pic
         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 games, 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.
Board games:

        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 game  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.

Online games:

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     Online game have been part of culture from the very earliest days of networked and time-shared computers. Early commercial systems such as 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 PARCwas known mainly for Maze War, which was offered as a hands-on demo to visitors.


Video games:


Related image
        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 devises, typically a button/joystick combination (on arcade games); a keyboardmouse or trackball (computer games); or a controller or a motion sensitive tool (console games). More esoteric devices such as paddle controllers have also been used for input.


Benefit (sports):

Related image
         
  • anyone can edit
  • easy to use and learn
  • Wikis are instantaneous so there is no need to wait for a publisher to create a new edition or update information
  • people located in different parts of the world can work on the same document
  • the wiki software keeps track of every edit made and it's a simple process to revert back to a previous version of an article
  • widens access to the power of web publishing to non-technical users
  • the wiki has no predetermined structure - consequently it is a flexible tool which can be used for a wide range of applications
  • there are a wide range of open source software wiki's to choose from so licensing costs shouldn't be a barrier to installing an institutional wiki

Disadvantages of GAME:

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        Advantages in one context, may be disadvantages in another.
  • Anyone can edit so this may be too open for some applications, for example confidential documentation. However it is possible to regulate user access.
  • Open to SPAM and Vandalism if not managed properly. There are easy ways to restore a page however, and on WikiEducator you must be logged in to edit pages so this reduces vandalism by automated spam bots.
  • Requires Internet connectivity to collaborate, but technologies to produce print versions of articles are improving
  • The flexibility of a wiki's structure can mean that information becomes disorganised. As a wiki grows, the community plans and administers the structure collaboratively.
  • The usual guidelines for healthy computer use apply.


Conclusion:



        The future of the educational gaming industry is a wide-open playing field. The increased popularity of DGBL amoungst teachers, policy-makers, parents and students, coupled with more affordable gaming, all but ensures that the industry will continue its rapid growth. As the capacity of our technology increases, it grows closer and closer to matching wits with our creative minds. imultaneously, a second, more savvy generation of gamers are growing up, fully exposed to learning through video games. Young people are not only excited to play games, but they are enthusiastic about creating them. Subsequently, game development tools are finding their way into younger and younger hands. As a result, the next frontier of educational gaming will be created by the very generation who were nurtured by games throughout childhood. The end product of this total synergy between education and digital gaming can not easily be predicted, but one thing is for certain… it will be an entertaining ride!


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