A Cold Wind Blows or The Big Wind Blows is a noncompetitive substitute for the game of musical chairs. It was developed in the 1970s as part of the New Games movement, developed by Andrew Fluegelman and colleagues. [1]
Musical chairs, also known as Trip to Jerusalem, is a game of elimination involving players, chairs, and music, with one fewer chair than players. When the music stops whichever player fails to sit on a chair is eliminated, with a chair then being removed and the process repeated until only one player remains.
Andrew Cardozo Fluegelman was a publisher, photographer, programmer and attorney best known as a pioneer of what is now known as the shareware business model for software marketing. He was also the founding editor of both PC World and Macworld and the leader of the 1970s New Games movement, which advocated the development of noncompetitive games.
The game of musical chairs is often played by children at parties. The Big Wind Blows is a fairly similar game, and is explained below.
Biologically, a child is a human being between the stages of birth and puberty. The legal definition of child generally refers to a minor, otherwise known as a person younger than the age of majority.
The game involves the same device of a competitive scramble for chairs, but restructures the play elements to provide a different game experience.
One of the basic pieces of furniture, a chair is a type of seat. Its primary features are two pieces of a durable material, attached as back and seat to one another at a 90° or slightly greater angle, with usually the four corners of the horizontal seat attached in turn to four legs—or other parts of the seat's underside attached to three legs or to a shaft about which a four-arm turnstile on rollers can turn—strong enough to support the weight of a person who sits on the seat and leans against the vertical back. The legs are typically high enough for the seated person's thighs and knees to form a 90° or lesser angle. Used in a number of rooms in homes, in schools and offices, and in various other workplaces, chairs may be made of wood, metal, or synthetic materials, and either the seat alone or the entire chair may be padded or upholstered in various colors and fabrics.
A set of chairs, one less than the number of players, is arranged in a circle. One player is initially designated as "it." The person who is "it" stands in the center of the circle; while all other players sit on the chairs. In each round of play, the person who is "it" calls out any sentence, beginning with the words "The Big Wind Blows," that refers to one or more players. For example:
All of the players for whom the big wind blows—that is, players that fall into the named category—must vacate the chair that they are in and attempt to find another seat. At the same time, "it" attempts to sit in a chair. When all chairs are occupied, the person who failed to get a chair becomes "it" for the next round.
In "The Big Wind Blows," no player is ever eliminated and the game can proceed for as long as players are interested in playing. For the player who loses in the scramble, the negative experience is immediately followed by the positive experience of becoming "it" and thus controlling the next round of the game. Finally, the person who is "it" has the advantage of knowing the time of the scramble, exactly which chairs will be vacated, and a short distance to a vacant chair, so the person who is "it" usually finds a chair. Thus players typically become "it" for only one round at a time. Players rarely experience the frustration of losing many consecutive scrambles. No player remains "it" and dominates the game for long. Finally, the challenge of having to invent new categories—this is not usually stated as a rule but most players feel that they must do so—tends to mean that different people participate in each scramble, and most players participate in frequent scrambles and get turns of becoming "it."
The game is very stable in the sense that it is not spoiled even if "it" deliberately chooses categories that contain a single selected person. (When this happens, the usual outcome is that "it" successfully grabs the selected person's seat while the selected person becomes "it"). Indeed, the balance of frustration and reward is so even that nobody is ever sure whether having "the big wind blow" for a single person is an expression of rivalry or of affection.
In psychology, frustration is a common emotional response to opposition, related to anger, annoyance and disappointment, frustration arises from the perceived resistance to the fulfillment of an individual's will or goal and is likely to increase when a will or goal is denied or blocked. There are two types of frustration; internal and external. Internal frustration may arise from challenges in fulfilling personal goals, desires, instinctual drives and needs, or dealing with perceived deficiencies, such as a lack of confidence or fear of social situations. Conflict, such as when one has competing goals that interfere with one another, can also be an internal source of frustration and can create cognitive dissonance. External causes of frustration involve conditions outside an individual's control, such as a physical roadblock, a difficult task, or the perception of wasting time. There are multiple ways individuals cope with frustration such as passive–aggressive behavior, anger, or violence, although frustration may also propel positive processes via enhanced effort and strive. This broad range of potential outcomes makes it difficult to identify the original cause(s) of frustration, as the responses may be indirect. However, a more direct and common response is a propensity towards aggression.
Affection,attraction, infatuation, or fondness is a "disposition or state of mind or body" that is often associated with a feeling or type of love. It has given rise to a number of branches of philosophy and psychology concerning emotion, disease, influence, and state of being. "Affection" is popularly used to denote a feeling or type of love, amounting to more than goodwill or friendship. Writers on ethics generally use the word to refer to distinct states of feeling, both lasting and spasmodic. Some contrast it with passion as being free from the distinctively sensual element.
The game combines the physical elements of the scramble with the mental requirements of alertness, logic, and reasoning in the construction of the categories.
Groups of children, even children of mixed age and agility, can play this game for long periods of time without becoming frustrated or angry.
Fruit Basket Turnover or Fruit Basket Upset, also known as Fruit Salad, Fruit Bowl, Fruits Basket [sic] and others is a children's game.
Spades is a trick-taking card game devised in the United States in the 1930s. It can be played as either a partnership or solo/"cutthroat" game. The object is to take at least the number of tricks that were bid before play of the hand began. Spades is a descendant of the Whist family of card games, which also includes Bridge, Hearts, and Oh Hell. Its major difference as compared to other Whist variants is that, instead of trump being decided by the highest bidder or at random, the Spade suit always trumps, hence the name.
BrainTeaser was a British game show, first broadcast in 2002, produced by Endemol UK subsidiary Cheetah Productions.
Inner tube water polo (ITWP) is a variation of the sport water polo with the important difference that players, excluding the goalkeeper, are required to float in inflatable inner tubes. By floating in an inner tube, players experience less contact and expend less energy than traditional water polo players, not having to tread water. This allows casual players to enjoy water polo without undertaking the intense conditioning required for conventional water polo.
304, pronounced three-nought-four, is a trick-taking card game popular in Sri Lanka, coastal Karnataka, Tamil Nadu and Maharashtra, in the Indian sub continent. The game is played by two teams of two using a subset of the 52 standard playing cards.
Hot potato is a party game that involves players gathering in a circle and tossing a small object such as a beanbag or even a real potato to each other while music plays. The player who is holding the object when the music stops is eliminated.
Turn It Up! was a musical game show that aired on MTV from June 30 to December 7, 1990. It was the second game show to be produced and broadcast on the network, produced by Albie Hecht, Alan Goodman, and Fred Seibert, of Chauncey Street Productions in New York City.
Game On is a Canadian sports trivia television game show that was a variation on Jeopardy!. It ran from 1998 to 2000 on Global and was shown on GameTV. The show was hosted by Tim Steeves in season 1 and David Merry in Season 2, with Jennifer Hill as the female co-host. Three male contestants compete in this game. The set was designed to resemble a sports enthusiast's wood-paneled basement recreation room decorated with posters, trophies and other sports memorabilia. The host stood behind a 1970s-style wet bar while the three contestants sat in leather lounge chairs. To answer a question, a contestant pressed a button on a device that resembled a TV remote control.
The Singing Bee is a karaoke game show that originally aired on NBC and then CMT. Combining karaoke singing with a spelling bee-style competition, this show features contestants trying to remember the lyrics to popular songs. Originally slated to begin with a six episode season during late 2007, it launched early in reaction to FOX's competing Don't Forget the Lyrics!.
Rage is a trick-taking card game marketed by Fundex Games that is based on the game Oh Hell. Players bid to take a particular number of tricks, and are awarded bonus points for doing so. The commercial game differs significantly from the traditional version in the use of a proprietary deck with 6 colored suits and the addition of 6 types of special cards that change gameplay.
20Q is an American game show based on the online artificial intelligence and handheld computer game of the same name. Licensed to and produced by Endemol USA, it premiered on June 13, 2009 during Big Saturday Night airing on GSN, and is hosted by Cat Deeley of So You Think You Can Dance with the voice of the computer provided by Hal Sparks.
I Survived a Japanese Game Show was an American reality show that followed a group of Americans who leave the United States for Japan, where they compete in a Japanese style game show. Season one premiered on ABC on June 24, 2008. The show was hosted by Tony Sano. On August 6, 2008, financial representative, Justin Wood, was pronounced the winner. He won a cash prize of US$250,000.
A duplicate bridge movement is a scheme used in a duplicate bridge session to arrange which competitors play which opponents when, and which boards (deals) they play. The arrangement ideally satisfies several objectives and preferences, which may conflict to some extent and thus require some degree of compromise. The resolution of these compromises is to a considerable extent a matter of taste and, to some extent, the expertise of the director who is in charge of the event. There are various types of movements for individual, pair, and team events.
Reversis, or more rarely, Réversi, is a very old trick-taking card game of the Hearts group whose origin is supposed to be Italian, transformed into Spain and then in France. It is considered one of the two probable ancestor of Hearts and Black Maria, the other being Conquimbert, or Losing Lodam. It was very popular with the French aristocracy in the 17th and 18th centuries, and much played elsewhere, except in Britain. The game involved vast quantities of counters and a complex system of pools and side-payments. Its name may have possibly come from the reverse order and construction of the game itself, or even from an exceptional slam bid which, like “shooting the moon” in the game of Hearts, reverses the whole normal practice of the game.
This article deals with variations in game playing. For a description on variations in game rules and terminology, see Euchre variations.
Duck, Duck, Goose is a traditional children's game often first learned in pre-school or kindergarten. The game may be later adapted on the playground for early elementary students. The object of this game is to walk in a circle, tapping on each player's head until one is finally chosen; the chosen player must then chase the picker to avoid becoming the next picker.
All Star K! is a Philippine television karaoke game show broadcast by GMA Network. Originally hosted by Arnell Ignacio and later replaced by Jaya and Allan K, it premiered on January 13, 2002. The show concluded on October 18, 2009 with a total of 512 episodes.
The Genius: Rule Breaker is the second season of The Genius, which debuted on tvN on December 7, 2013.
Ellen's Game of Games, also known as Game of Games and stylized as ellen's GAME OF GAMES, is an American television game show that premiered on December 18, 2017. In March 2017, NBC ordered six hour-long episodes of the series. Ellen DeGeneres serves as host, while Stephen "tWitch" Boss appears as announcer/sidekick. The series is based on game segments from DeGeneres' daytime talk show, The Ellen DeGeneres Show. A special preview episode aired on December 18, 2017, with the official series premiere on January 2, 2018. On January 9, 2018, NBC renewed the series for a 13-episode second season. On January 16, 2019, NBC renewed the series for a third season.
Game of Games is an Australian TV game show hosted by Grant Denyer based on the American game show Ellen's Game of Games. It premiered on Network Ten on Sunday, 7 October 2018 at 7:30pm and on 24 November 2018 Channel Ten changed its timeslot to 7:00pm every Saturday. The first season concluded on 21 December 2018.