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ahead of the game
[Middle English, from Old English gamen.]
gamely game'ly adv.
[Origin unknown.]
Non-domesticated (i.e. wild) animals and birds shot for sport and eaten. Rabbit and pigeon may be shot at any time, but other game species, such as grouse, hare, partridge, pheasant, quail, deer (venison), and wild duck may not be shot during the close season, to protect breeding stocks. Game birds are generally raised on farms to provide sport, rather than being hunted in the wild, and increasingly game species are farmed and killed in conventional humane ways to provide food. Traditionally, game is hung for several days to soften the meat, whereupon it develops a strong flavour.
noun
verb
adjective
Idioms beginning with game:
game is not worth the candle, the
See also ahead of the game; at this stage (of the game); badger game; beat someone at his or her own game; call someone's bluff (game); confidence game; end game; fair game; fun and games
give away (the game); losing battle (game); name of the game; only game in town; play a waiting game; play games; play the game; waiting game; whole new ball game.
Definition: brave, willing
Antonyms: afraid, cautious, cowardly, disinclined, fearful, reticent, unprepared, unready, unwilling
adj
Definition: debilitated
Antonyms: able, capable, working
Not to be confused with formal game theory, this is the technique of mimicking real-life processes in a game in order to teach the participants an understanding of a particular aspect of reality.
A contrived competitive experience existing in its own time and space.
The importance of nondomesticated animals, or game, in the human diet is unclear. Some anthropologists have argued that the advent of hunting game with tools was the critical development in the evolution of humans, resulting in such cultural characteristics as male aggression, sophisticated tools, and the sexual division of labor. The role of game in the human diet can more clearly be understood in light of ecological, nutritional, evolutionary, and cross-cultural information.
Except in the high latitudes occupied by peoples such as the Inuit, plants are generally the most abundant food source. Game is rarer than plants due to the second law of thermodynamics: As one moves up the food chain from plants, to herbivores, to carnivores, one finds that there is less to eat at the higher levels because energy is lost at each step in the chain. Not only is game rarer than plant foods, it may also be more difficult to obtain. Plants may protect themselves with thorns or toxins, but they do not hide or run away as animals do. These two points suggest that people might always choose plants over game as food sources. However, due to a process called biological magnification, game provides more concentrated packages of nutrients than do plants. In addition, some plant foods are difficult to digest without processing. Hence, some anthropologists classify game as "high-quality" foods and plants as "low-quality" foods.
Human nutritional requirements and digestive physiology suggest that at least some game is required in the diet. With the exception of vitamin B12, humans can obtain all the nutrients they require from plant foods. Vitamin B12 can only be found in animal products. Humans require only 2.4 micrograms of vitamin B12 per day and can generally store sufficient amounts for up to twenty years, but a chronic lack of vitamin B12 in the diet may cause pernicious anemia, fatigue, and damage to the nervous system, and in children compromise growth. The need for protein is often the basis of arguments that humans require meat in their diet. While for humans game is a good source of protein, the required amino acids may be obtained from a mix of plant foods. In some regions, such as the Arctic, there is relatively little plant life; thus, humans there generally require game to meet their protein requirements. Although humans are clearly capable of digesting game, their gut has a long digestion time similar to that of apes, which are primarily folivorous (Milton, 2000). In addition, it is possible that too much game may compromise human health. Game is generally leaner than meat from domesticated animals, and too much lean meat increases a person's metabolic rate such that ingested energy is used entirely to digest the food eaten. Consequently, lean meat must be eaten with energy-rich foods such as fat or carbohydrates. Furthermore, high-protein consumption may exceed the liver's ability to metabolize amino acids.
Human nutritional requirements and digestive kinetics are a function of the evolutionary history of the species. Therefore, an understanding of game in the human diet requires a consideration of the diets of human ancestors. It should be borne in mind that the role of game in the diets of human ancestors may be overemphasized, because plant food remains are less likely to be preserved in the fossil record than animal food remains. In addition, any plant food remains that do exist may have been overlooked by early researchers working with the perception that hunting was paramount in the subsistence strategies of human ancestors.
Hominids in Africa 4 to 2.5 million years ago did not leave archaeological traces such as "kitchen middens" and stone tools. Consequently, little is known of their diets. In lieu of archaeological data, dietary inferences have been made on the basis of paleoecological reconstructions, craniodental morphology, dental wear, chimpanzee behavior, and stable isotope analyses of their remains. Paleoecological reconstructions, craniodental morphology, and dental wear suggest that these first hominids subsisted primarily on fleshy fruits and leaves. Using chimpanzees as models for the behaviors of the first hominids also leads to the conclusion that they had a diet that was primarily vegetarian with an occasional animal product. This agrees with a stable isotope analysis of the bones of a three-million-year-old Australopithecus africanus from South Africa that indicates this hominid ate fruits, leaves, large quantities of grasses and sedges or animals that ate these plants, or both (Sponheimer and Lee-Thorp, 1999). Interestingly, the researchers suggest that these hominids may have been capable of procuring game prior to the development of stone tools.
The evidence of 2.5 million years ago in Tanzania's Olduvai Gorge points to both tool makers and the consumption of game. Animal bones with cut marks indicative of butchering found in association with these tools indicate that the hominids who lived there ate game. How these bones were obtained is a subject of debate, because cut marks on the bones are sometimes found overlying tooth marks of carnivores, suggesting scavenging by the hominids. Some researchers argue for hunting or for confrontational scavenging in which groups of people drove carnivores off still-fleshy animals. Others argue that these people practiced passive scavenging from carcasses that had already been largely consumed. While evidence that might resolve this debate is sparse, the simplicity of the Oldowan tools may favor more passive scavenging (Klein,2000).
Around 1.8 million years ago Homo erectus appears in the fossil record with a greatly expanded brain and more refined tools. The expansion of the brain dramatically increased the energy requirements, as the brain uses energy as much as ten times faster than average body tissue. Hence, it has been argued that increased access to high-quality, readily digestible flesh and marrow may have been essential for brain enlargement. However, corms, tubers, and other subterranean plant foods might have provided equal or greater nutrition for effort, and most historically recorded African hunter-gatherers exploited them heavily (Klein, 2000). Moreover, while there are many animal bones associated with H. erectus sites, there are few cut marks on the bones and a lot of carnivore teeth marks, suggesting that the fossil assemblage may not be due to human activity but to people inhabiting the same waterside sites as those favored by other animals.
The use of fire renders game a more viable food, as heating makes the tissue more digestible. So archaeological evidence of fire might help determine the consumption of game. The earliest possible site for fire is Locality 1 in Zhoukoudien, China (600,000–400,000 years ago), but this has been disputed due to the lack of mineral ash in deposits. To date, the earliest undisputed sites are deposits from 200,000 years ago in African, West Asian, and European caves.
The origin of Neanderthals around 130,000 years ago brings clear evidence of hunting of game. This conclusion is reached on the basis of faunal remains associated with Neanderthal living sites, wear patterns on their tools, and the analysis of stable isotopes and trace elements in their skeletal remains. Stable isotope analysis has been used in particular to compare the diets of Neanderthals with subsequent Homo sapiens. Such an analysis of nine H. sapiens and five Neanderthals from the European mid–Upper Paleolithic (about 20,000–28,000 years ago) indicates that the Neanderthals had diets composed primarily of large terrestrial herbivores, whereas H. sapiens had a broader diet with a heavy reliance on freshwater resources (Richards et al., 2001). M. P. Richards and colleagues conclude that this transition was made possible by refined technology that made it easier to capture freshwater game. Stable isotope analysis of H. sapiens skeletons from sites in Israel dating from 70,000 to 10,000 years before the present reveals an increase in plant foods in the diet 20,000 years ago (Schoeninger, 1982). The change, it is argued, was due to refined technology for processing plant foods.
Hunter-Gatherers
While anatomically near-modern people were present in Africa by 130,000 years ago, not until around 10,000 years ago were plants and animals domesticated. This means that for at least 77 percent of the time the species has been in existence, humans have obtained food by hunting and gathering. Hence, many of behavioral propensities, dietary requirements, and biocultural responses to food likely evolved prior to the advent of agriculture (Bogin, 2001). Given this, ethnographic and archaeological data concerning the diets of hunter-gatherers help explain the role of game in human diets.
As with the paleoanthropological data, studies of hunter-gatherer diets are biased by the perception among early researchers that hunting was the most important subsistence strategy. An additional problem in describing the natural or ideal diet of hunter-gatherers is the tremendous variation documented for such diets (Jenike, 2001). Despite the cultural and geographic diversity of hunter-gatherers, spanning from the rainforests of central Africa to the Arctic tundra of Baffin Island, similarities exist across these groups (Bogin, 2001). First, foragers consume a diverse array of food items; 105 species of plants and 144 species of animals among the !Kung San of southern Africa's Kalahari Desert, 90 species of plants and animals among the Ache of Paraguay's tropical forest (Hill and Hurtado, 1989), and 10 species of plants and 33 species of animals among the Dogrib of subarctic Canada (Hayden, 1981). Second, gathered rather than hunted foods are the primary source of dietary energy for most foragers. Richard B. Lee (1968) reported that, among 58 foraging societies, the primary subsistence base was gathering for 29, fishing for 18, and hunting for 11. Of those who relied on fishing or hunting, almost all were north or south of the fortieth parallel, a region researchers believed was not occupied by Paleolithic foragers. A review of the data in 2000 for 229 hunter-gatherer groups concluded that animal protein and fat provided up to 45 to 65 percent of the energy consumed and that 73 percent of these groups acquired as much as 56 to 65 percent of the energy they consume from animal foods (Cordain et al., 2000). When greater than 35 percent of the energy is from animal foods, the extra is from aquatic game.
The importance of game in the diets of many hunter-gatherer groups is apparent in paleoecological reconstructions as well. Tim Flannery (2001), for example, writes that 13,000 years ago in North America, a sparse human population drove much of the megafauna to extinction by hunting.
Nonhuman Primates
Given humans' close evolutionary relationship with apes and monkeys, a final line of evidence to consider is the importance of game in the diets of nonhuman primates. In general, most nonhuman primates appear to eat little animal matter because of the difficulty of obtaining it and a gut poorly suited to the digestion of animal matter (Milton, 2000).
This is not to say that game does not form an important part of the diet of some nonhuman primates. For example, observations of chimpanzees in different African sites reveals that they hunt often (Mitwani et al., 2002). The vast majority of the game hunted and eaten is red colobus monkeys, hunted primarily by males four to ten times per month with a success rate greater than 50 percent. The hunts entail a high cost in both energy expended and risks taken. Once caught, the meat is selectively shared with members of the troop. Interestingly, the chimpanzees do not appear to hunt to meet a nutritional need, as they hunt primarily during the seasons when fruit is abundant. Rather, among chimpanzees, game may be a political tool used to increase one's genetic contribution to subsequent generations (Mitwani et al., 2002). By sharing the meat, the hunter builds alliances within the troop. These alliances enable a chimpanzee to establish and maintain a high rank that appears to confer mating and reproductive advantages.
Ecological factors suggest that if humans were to choose their diet on the basis of availability alone, they would choose one composed primarily of plant foods. But, given the concentration of nutrients found in game and the difficulty of digesting some plant foods, they would likely wish to complement the plant foods with game. Nutritional considerations indicate that at least some game is required in the diet.
Conclusion
Paleoanthropological data reveal that human ancestors of 4 to 2.5 million years ago ate primarily plant foods and possibly some game. Only at 2.5 million years ago does definitive evidence of the consumption of animals, obtained via scavenging or possibly hunting, appear. The expansion of the brains of human ancestors 1.8 million years ago does not necessarily mean they increased their consumption of animal foods. Rather, they may have increased their energy intake via the consumption of energy-rich plants. The Neanderthals of 130,000 years ago were the first hominids for whom game was a staple of the diet. H. sapiens also consumed game, albeit a greater variety and less focused on megafauna. Data from hunter-gatherers indicate they consumed a wide variety of plants and animals and that, by and large, plant rather than animal products provided the bulk of the calories consumed. Studies of nonhuman primates document that game is regularly consumed among some species. Although the nutritional implications of this behavior are not clear, it does appear to have cultural implications among chimpanzees, where meat is shared by males to enhance their reproductive potential. Each line of evidence considered here suggests that, beginning 2.5 million years ago, game formed part of the diet of human ancestors, and that plant foods have provided the bulk of human calories. In short, game was a part of the diets of early hominids and hunter-gatherers, but plants predominated in the diet. The evidence is insufficient to clearly evaluate the impact of this subsistence strategy on human behavior.
Bibliography
Bogin, Barry. The Growth of Humanity. New York: Wiley-Liss, 2001.
Cordain, Loren, Janette Brand Miller, S. Boyd Eaton, Neil Mann, Susanne H. A. Holt, and John D. Speth. "Plant-Animal Subsistence Ratios and Macronutrient Energy Estimations in Worldwide Hunter-Gatherer Diets." American Journal of Clinical Nutrition 71 (2000): 682–692.
Flannery, Tim. The Eternal Frontier: An Ecological History ofNorth America and Its Peoples. New York: Atlantic Monthly Press, 2001.
Hayden, B. "Subsistence and Ecological Adaptations of Modern Hunter/Gatherers." In Omnivorous Primates, edited by Robert S. O. Harding and Geza Teleki. New York: Columbia University Press, 1981.
Hill, Kim, and A. Magdalena Hurtado. "Hunter-Gatherers of the New World." American Scientist 77 (1989): 436–443.
Jenike, Mark R. "Nutritional Ecology: Diet, Physical Activity, and Body Size." In Hunter-Gatherers: An Interdisciplinary Perspective, edited by Catherine Panter-Brick, Robert H. Layton, and Peter Rowley-Conwy. Cambridge: Cambridge University Press, 2001.
Klein, Richard G. "Archaeology and the Evolution of Human Behavior." Evolutionary Anthropology 9 (2000): 17–36.
Lee, Richard B. The Dobe !Kung. New York: Holt, Rinehart and Winston, 1984.
Lee, Richard B. "What Hunters Do for a Living; or, How to Make Out on Scarce Resources." In Man the Hunter, edited by Richard B. Lee and Irven DeVore. Chicago: Aldine Publishing, 1968.
Milton, Katherine. "Hunter-Gatherer Diets: A Different Perspective." American Journal of Clinical Nutrition 71 (2000): 665–667.
Mitwani, John C., David P. Watts, and Martin N. Muller. "Recent Developments in the Study of Wild Chimpanzee Behavior." Evolutionary Anthropology 11 ( January 2002): 9–25.
Richards, Michael P., Paul B. Pettitt, Mary C. Stiner, and Erik Trinkaus. "Stable Isotope Evidence for Increasing Dietary Breadth in the European Mid-Upper Paleolithic." Proceedings of the National Academy of Sciences 98 (2001): 6528–6532.
Schoeninger, Margaret J. "Diet and the Evolution of Modern Human Form in the Middle East." American Journal of Physical Anthropology 58 (1982): 383–403.
Sponheimer, Matt, and Julia A. Lee-Thorp. "Isotopic Evidence for the Diet of an Early Hominid Australopithecus africanus." Science 283 (1999): 368–370.
—Warren M. Wilson
Wild birds and beasts. The word includes all game birds and game animals.
The state, in its sovereign power, owns game for the benefit of the general public. The only manner in which a private individual can acquire ownership in game is by possessing it lawfully such as by hunting and killing it under a license.
Generally, every individual has the right to hunt and take game in any public place where his or her presence is lawful, so long as the person neither violates statutory regulations nor injures or infringes upon the rights of others. A hunter does not acquire an absolute right to a wild animal by mere pursuit alone, and the individual forfeits any potential ownership by abandoning the chase prior to capture. The exclusive right to hunt or take game on privately owned property vests in the owner or his or her grantees. This property right of the owner is limited by the right of the state to regulate and preserve the game for public use. A suit for trespass may be brought against one who interferes with another's right to hunt.
A statute that proscribes the hunting of game without a license, and that requires the payment of a fee for such license, constitutes a proper exercise of the police power of the state.
Game laws govern the killing or taking of birds and beasts. Game wardens ordinarily can arrest violators, seize illegally taken game, bring actions for trespass, or institute prosecutions for violations of the game laws.
Under a number of game laws, it is a penal offense to kill or take certain types of game in certain seasons of the year or without a license. A hunter is required to exhibit a license when properly called on to do so, and it constitutes a legal violation if the person cannot do so.
In a situation where an individual has lawfully obtained possession of game — enclosing and caring for them as domestic animals — the person can kill one or more of them if necessary for care and management or for humane purposes. In addition, an individual might be justified in killing game in violation of the law if it were necessary for the protection of persons or property. It sometimes constitutes an offense to export game beyond the limits of the nation or state in which it was killed or captured, to ship it for sale in a certain manner, or to absent certain information upon the package.
The United States has entered into treaties with other countries, including Great Britain and Mexico, for the protection and preservation of migratory birds and game animals. It constitutes an offense to violate statutes that were enacted to implement such treaties. For example, a regulatory statute might limit the number of birds that can be killed by any individual each day, and it would be an offense to exceed such limit.
The federal government, subject to the consent of the state, can establish a game refuge for the protection of game and migratory birds and proscribe all hunting in the vicinity. The U.S. Fish and Wildlife Service is administered by the Department of the Interior, to conserve and preserve fish and game in wildlife refuges and game ranges.
If life doesn't offer a game worth playing, then invent a new one.
— Anthony D'Angelo, from The College Blue Book.
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Quotes:
"I recently learned something quite interesting about video games. Many young people have developed incredible hand, eye, and brain coordination in playing these games. The air force believes these kids will be our outstanding pilots should they fly our jets."
- Ronald Reagan
"Intelligence and war are games, perhaps the only meaningful games left. If any player becomes too proficient, the game is threatened with termination."
- William S. Burroughs
"One of life's primal situations; the game of hide and seek. Oh, the delicious thrill of hiding while the others come looking for you, the delicious terror of being discovered, but what panic when, after a long search, the others abandon you! You mustn't hide too well. You mustn't be too good at the game. The player must never be bigger than the game itself."
- Jean Baudrillard
"No human being is innocent, but there is a class of innocent human actions called Games."
- W. H. Auden
Games appearing in a dream may show relaxation, play, or competition. Depending on childhood experiences, we also tend to associate games with feelings of competency or inadequacy. Dream games can express such notions as "life is just a game," "they're playing games," "play to win," and so on.
| gamahuche, galoot, galah | |
| gammon, gammy, gamp |
Birds or animals hunted and killed in the chase, i.e. for sport. Used also in respect of animals hunted for provisions and skins. Said of animals and birds, hence game birds, etc.

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This article may contain original research. Please improve it by verifying the claims made and adding references. Statements consisting only of original research may be removed. More details may be available on the talk page. (March 2011) |
A game is structured playing, 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/games) or art (such as jigsaw puzzles or games involving an artistic layout such as Mahjong, solitaire, or some video games).
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,[1][2] 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.[3]
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| Look up game in Wiktionary, the free dictionary. |
Ludwig Wittgenstein was probably the first academic philosopher to address the definition of the word game. In his Philosophical Investigations,[4] Wittgenstein demonstrated that the elements of games, such as play, rules, and competition, all fail to adequately define what games are. Wittgenstein concluded that people apply the term game to a range of disparate human activities that bear to one another only what one might call family resemblances.
French sociologist Roger Caillois, in his book Les jeux et les hommes (Games and Men),[5] defined a game as an activity that must have the following characteristics:
Computer game designer Chris Crawford attempted to define the term game[6] using a series of dichotomies:
Crawford's definition may thus be rendered as: an interactive, goal-oriented activity, with active agents to play against, in which players (including active agents) can interfere with each other.
Games can be characterized by "what the player does."[6] 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 and that in turn produce skill, strategy, and chance.[clarification needed]
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.
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 wiffleballs. 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 turn order, 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 (as in Settlers of Catan), having the greatest number of tokens at the end of the game (as in Monopoly), or some relationship of one’s game tokens to those of one’s opponent (as in chess's checkmate).
A game’s tools and rules will result in its requiring skill, strategy, luck, or a combination thereof, and are classified accordingly.
Games of skill include games of physical skill, such as wrestling, tug of war, hopscotch, target shooting, and stake, 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.), as well as snakes and ladders and rock, paper, scissors; most require equipment such as cards or dice. However, 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.
Most games require multiple players. However, single-player games are unique in respect to the type of challenges a player faces. Unlike a game with multiple players competing with or against each other to reach the game's goal, a one-player game is a battle solely against an element of the environment (an artificial opponent), against one's own skills, against time, or against chance. Playing with a yo-yo or playing tennis against a wall is not generally recognized as playing a game due to the lack of any formidable opposition.
It is not valid to describe a computer game as single-player where the computer provides opposition. If the computer is merely record-keeping, then the game may be validly single-player.
Many games described as "single-player" may be termed actually puzzles or recreations.
Games can take a variety of forms, from competitive sports to board games and video games.
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 (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 fandom began with sports fans.
Stanley Fish cited[citation needed] the balls and strikes of baseball as a clear example of social construction, the operation of rules on the game's tools. While the strike zone target is governed by the rules of the game, it epitomizes the category of things that exist only because people have agreed to treat them as real. No pitch is a ball or a strike until it has been labeled as such by an appropriate authority, the plate umpire, whose judgment on this matter cannot be challenged within the current game.
Certain competitive sports, such as racing and gymnastics, are not games by definitions such as Crawford's (see above) – despite the inclusion of many in the Olympic Games – because competitors do not interact with their opponents; they simply challenge each other in indirect ways.
Lawn games are outdoor games that can be played on a lawn; an area of mowed grass (or alternately, on graded soil) generally smaller than a "field" or pitch. Variations of many games that are traditionally played on a pitch are marketed as "lawn games" for home use in a front or back yard. Common lawn games include horseshoes, sholf, croquet, bocce, lawn bowls, and stake.
A tabletop game generally refers to any game where the elements of play are confined to a small area and that require little physical exertion, usually simply placing, picking up and moving game pieces. Most of these games are, thus, played at a table around which the players are seated and on which the game's elements are located. A variety of major game types generally fall under the heading of tabletop games. It is worth noting that many games falling into this category, particularly party games, are more free-form in their play and can involve physical activity such as mime, however the basic premise is still that the game does not require a large area in which to play it, large amounts of strength or stamina, or specialized equipment other than what comes in the box (games sometimes require additional materials like pencil and paper that are easy to procure).
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 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 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 also involve physical coordination and are popular for similar reasons.
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 and/or cards. Most games that simulate war are board games (though a large number of video games have been created to simulate strategic combat; see "Video Games" below), 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, 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 to effect the outcome.[12] 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 games are notable for often having rather less of a luck factor than many board games.
Board game groups include race games, roll-and-move games, abstract strategy games, word games, and wargames, as well as the trivia and German-style board games mentioned above. Some board games fall into multiple groups and even incorporate elements of other genres: Cranium is one popular example, where players must succeed in each of four main skills: artistry, live performance, trivia, and language skill.
Card games use a deck of cards as their central tool. These cards may be a standard Anglo-American (52-card) deck of playing cards (such as for 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), a tarot deck of 78 cards (used in Europe to play a variety of trick-taking games collectively known as Tarot, Tarock, and/or Tarocchi games), or a deck specific to the individual game (such as Set or 1000 Blank White Cards). Uno and Rook are examples of games that were originally played with a standard deck and have since been commercialized with customized decks. Some collectible card games 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 and/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 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 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 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 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. Mah-Jongg 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 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, 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 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, to letter and word games such as Boggle and Scattergories, to solitaire and logic puzzle games such as Sudoku and crossword puzzles.
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, Taboo, Pictionary, and similar. The genre also includes many game shows such as Win, Lose or Draw, Password and $25,000 Pyramid.
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 devices, typically a button/joystick combination (on arcade games); a keyboard, mouse and/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. In computer games, the evolution of user interfaces from simple keyboard to mouse, joystick or joypad has profoundly changed the nature of game development.[citation needed]
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 and/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's SimCity as an example of a toy.)[6]
From the very earliest days of networked and time-shared computers, online games have been part of the culture. 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 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 programs, while others require only a web browser. Some simpler browser games appeal to demographic groups (notably women and the middle-aged) that otherwise play very few video games.[citation needed]
Media audiences' characteristic has been changing in consequence of the social changes and development. They are becoming active and interact more than ever before. The players of the game in this phenomenon are just like the social formation in society. They are both self-regulating, creating their own social norms and subject to regulation and constraint through the code of the game and sometimes through the policing of the game by those who run it. The values that are policed vary from game to game. Many of the values encoded into game cultures reflect offline cultural values, but games also offer a chance to emphasise alternative or subjugated values in the name of fantasy and play. The players of the game at the new century are now apparently expressing their profound self through the game. When they can play with their anonymous status, they are found to be more confident to express and to step out from the position they have never been out from. It offers new experiences and pleasures based in the interactive and immersible possibilities of computer technologies.[citation needed]
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—or at least those explicitly marketed as such—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 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, The Elder Scrolls, and Mass Effect. Online multi-player games, often referred to as Massively Multiplayer Online role playing games, or MMORPGs, include RuneScape, EverQuest 2, Guild Wars, MapleStory, Anarchy Online, and Dofus. As of 2009[update], the most successful MMORPG has been World of Warcraft, which controls the vast majority of the market.[13]
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.
The term "game" can include simulation[14][15] or re-enactment of various activities or use in "real life" for various purposes: e.g., training, analysis, prediction. Well-known examples are war games and roleplaying. The root of this meaning may originate in the human prehistory of games deduced by anthropology from observing primitive cultures, 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?]
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Dansk (Danish)
1.
n. - spil, leg
adj. - modig, i humør
v. tr. - spille op, spille væk
v. intr. - spille, spille hasard
idioms:
2.
adj. - modig
Nederlands (Dutch)
spel, partij, wedstrijd, grap, bedrijf, (mv) gymles, (mv) streken, prooi, kudde (zwanen), game, score, plan, wild, kreupel, gewillig, er voor te vinden (zijn), gokken
Français (French)
1.
n. - (US) match, jeu (de tennis), manche (au bridge), jeu (d'adresse), manège, (dans la) partie (hum), (Chasse, Culin) gibier
adj. - partant, courageux
v. tr. - jouer
v. intr. - jouer
idioms:
2.
adj. - estropié
Deutsch (German)
1.
n. - Spiel, Partie, Beute, Wild, Scherz
adj. - lahm, mutig, bereit
v. - spielen
idioms:
2.
adj. - lahm, mutig, bereit
Ελληνική (Greek)
n. - παιχνίδι, διασκέδαση, κυνήγι, θήραμα, σμήνος κύκνων, παρτίδα (παιχνιδιού), κόλπο, επιδίωξη, (πληθ.) αγώνες
adj. - έτοιμος, πρόθυμος, χωλός, κουτσός, τολμηρός
v. - παίζω τυχερό παιχνίδι (κν. τζογάρω)
idioms:
Italiano (Italian)
gioco, partita, cacciagione, giochi, selvaggina, zoppo
idioms:
Português (Portuguese)
n. - jogo (m), passa-tempo (m), caça (f)
adj. - corajoso, combativo, de ou relativo a animais de caça
v. -
idioms:
Русский (Russian)
игра, забава, матч, соревнования, теннисный гейм, уловка, замысел, дичь, объект травли, добыча, играть, задорный, хромой, искалеченный
idioms:
Español (Spanish)
1.
n. - juego, competición, torneo, partido, partida, presa, pieza de caza, deporte, caza mayor, forma de jugar, habilidad, truco o estrategia
adj. - tullido, lisiado, relativo a piezas de caza o a su carne, valiente, valeroso, resuelto
v. tr. - malgastar, derrochar, desperdiciar, despilfarrar
v. intr. - jugar juegos de azar, apostar, arriesgar
idioms:
2.
adj. - tullido, lisiado, cojo
Svenska (Swedish)
n. - spel, lek, match, vunnet spel, game (i tennis), mod, plan, bransch
adj. - vilt-, modig, hågad, lam
v. - spela, spela bort
中文(简体)(Chinese (Simplified))
1. 游戏, 游戏器具, 运动, 竞赛, 赌博, 狩猎的, 猎物的
idioms:
2. 狩猎的, 猎物的
中文(繁體)(Chinese (Traditional))
1.
adj. - 狩獵的, 獵物的
2.
n. - 遊戲, 遊戲器具, 運動, 競賽
v. tr. - 遊戲, 遊戲器具, 運動, 競賽
v. intr. - 賭博
adj. - 狩獵的, 獵物的
idioms:
한국어 (Korean)
1.
n. - 놀이, 경기
adj. - 사냥의, 쓰러질 때까지 굴하지 않는
v. tr. - 내기로 잃다
v. intr. - 노름을 하다
idioms:
2.
adj. - 상처를 입은
日本語 (Japanese)
n. - 遊戯, おもしろいできごと, 冗談, 競技会, 体育, 競技, 試合, 勝負, ワンゲーム, 計画, 計略, 勝負の形勢, 得点, ゲーム用品, 策略
adj. - 狩猟の, 猟鳥の, 傷ついた, 勇気のある
v. - 勝負事をする, 賭け事をする
idioms:
العربيه (Arabic)
(الاسم) لعبه, الصيد (صفه) مصمم (فعل) يقامر
עברית (Hebrew)
n. - משחק, תוכנית, חיות ניצודות, ציד, נכה, מזימה, תעלול, (בשר) חיות ציד, מדיניות או קו-פעולה, תחרות-ספורט
v. tr. - בזבז במשחקי מזל
v. intr. - הימר, שיחק בקלפים, צולע
adj. - אמיץ, מוכן, חפץ, רוצה
adj. - פגוע (איבר), צולע, נכה, (בשר) חיות ציד
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