Johnny Whoop, also known as Johnny, Johnny, is a children's hand game. One person holds out one of their hands and touches each finger with the index finger from the other hand, going from the pinky to the index finger, then slides the other hand's index finger down between the index finger and the thumb, then touches the thumb, and then repeats the sequence in reverse. As the person touches each finger and the thumb, the person says "Johnny"; as the person slides the finger toward and back from the thumb, they say "Whoop" ("Whoops", "Whoosh" or "Oops"). The result is the sequence "Johnny, Johnny, Johnny, Johnny, Whoop, Johnny, Whoop, Johnny, Johnny, Johnny, Johnny." People in the surrounding group are then challenged to repeat the sequence precisely.
The fun in the game is predicated on some people knowing the trick and some people not knowing it. The people who don't know the trick may go to frustrating lengths like punching themselves or yelling obscenities trying to tap their fingers "the right way," do the sequence at the "right" speed, or simply just refrain from getting tongue tied from saying "Johnny" over and over again to memorize—when what they really need to do is the simple but unknown trick of, say, folding their hands.
For infants or very young children, the game can be useful for improving coordination without the trick at the end. [1]
The earliest known written reference to the game is from 1966, [2] though it probably predates that considerably.
Shuffling is a procedure used to randomize a deck of playing cards to provide an element of chance in card games. Shuffling is often followed by a cut, to help ensure that the shuffler has not manipulated the outcome.
A tactile illusion is an illusion that affects the sense of touch. Some tactile illusions require active touch, whereas others can be evoked passively. In recent years, a growing interest among perceptual researchers has led to the discovery of new tactile illusions and to the celebration of tactile illusions in the popular science press. Some tactile illusions are analogous to visual and auditory illusions, suggesting that these sensory systems may process information in similar ways; other tactile illusions don't have obvious visual or auditory analogs.
In Western culture, "the finger", or the middle finger is an obscene hand gesture. The gesture communicates moderate to extreme contempt, and is roughly equivalent in meaning to "fuck you", "fuck me", "shove it up your ass/arse", "up yours", or "go fuck yourself". It is performed by showing the back of a hand that has only the middle finger extended upwards, though in some locales, the thumb is extended. Extending the finger is considered a symbol of contempt in several cultures, especially in the Western world. Many cultures use similar gestures to display their disrespect, although others use it to express pointing without intentional disrespect. The gesture is usually used to express contempt but can also be used humorously or playfully.
A string figure is a design formed by manipulating string on, around, and using one's fingers or sometimes between the fingers of multiple people. String figures may also involve the use of the mouth, wrist, and feet. They may consist of singular images or be created and altered as a game, known as a string game, or as part of a story involving various figures made in sequence. String figures have also been used for divination, such as to predict the sex of an unborn child.
21, Bagram, or Twenty Plus One is a drinking game. The game progresses by counting up from 1 to 21, with the player who calls "21" suffering a drinking penalty before the next round starts. The loser may add 1 new rule to the game, and starts the new round.
The high five is a hand gesture whereby two people simultaneously raise one hand and slap the flat of their palm against the other. The gesture is often preceded verbally by a phrase like "Give me five", "High five", or "Up top". Its meaning varies with the context of use but can include as a greeting, congratulations, or celebration.
Fingerstyle guitar is the technique of playing the guitar or bass guitar by plucking the strings directly with the fingertips, fingernails, or picks attached to fingers, as opposed to flatpicking. The term "fingerstyle" is something of a misnomer, since it is present in several different genres and styles of music—but mostly, because it involves a completely different technique, not just a "style" of playing, especially for the guitarist's picking/plucking hand. The term is often used synonymously with fingerpicking except in classical guitar circles, although fingerpicking can also refer to a specific tradition of folk, blues and country guitar playing in the US. The terms "fingerstyle" and "fingerpicking" are also applied to similar string instruments such as the banjo.
Cardistry is the performance art of card flourishing. Unlike card magic, cardistry is meant to be visually impressive and appear very hard to execute.
The American Manual Alphabet (AMA) is a manual alphabet that augments the vocabulary of American Sign Language.
The OK gesture, OK sign or ring gesture is a gesture performed by joining the thumb and index finger in a circle, and holding the other fingers straight or relaxed away from the palm. Commonly used by scuba divers, it signifies "I am OK" or "Are you OK?" when underwater. In most English-speaking countries it denotes approval, agreement, and that all is well or "okay". In other contexts or cultures, similar gestures may have different meanings including those that are negative, offensive, financial, numerical, devotional, political, or purely linguistic.
This is a glossary of conjuring terms used by magicians.
A taunt is a battle cry, sarcastic remark, gesture, or insult intended to demoralize or antagonize the recipient. Taunting can exist as a form of social competition to gain control of the target's cultural capital. In sociological theory, the control of the three social capitals is used to produce an advantage in the social hierarchy, to enforce one's position in relation to others. This can also be used as a tactic to gain advantage of their opponent's irrational reaction. Taunting is committed by either directly or indirectly encouraging others to taunt the target. The target may give a response in kind to maintain status, as in fighting words and trash-talk.
A poker dealer distributes cards to players and manages the action at a poker table.
Coin manipulation is the art of manipulating coins in skillful flourishes, usually on or around the hands. Although not always considered coin magic, the flourishes are sometimes used in magic shows. The difficulty of the trick ranges greatly, from some that take a few minutes to accomplish, to much more complex ones that can take months, even years, to master. One of the best-known flourishes is the relatively advanced coin walk.
Finger-counting, also known as dactylonomy, is the act of counting using one's fingers. There are multiple different systems used across time and between cultures, though many of these have seen a decline in use because of the spread of Arabic numerals.
Nose goes or the nose game, also uncommonly called the "rule of nose goes", is a popular selection method most commonly used when deciding which of several persons is assigned an unwanted task.
I've got your nose is a children's game in which a person pretends to pluck and remove the nose from the face of a baby or toddler by showing an object supposedly representing the stolen body part. The trick or prank is meant as an illusion, since a person cannot easily observe the status of their own nose.
Bloody knuckles is a game in which each player makes a fist with the thumb wrapped around the other fingers. Then each fist punches the other's fist. Players who flinch are out of the game. Whoever lasts the longest before quitting wins the game. The game is played until someone's knuckles are bleeding or they quit due to excessive pain. Variations include simultaneous or alternate punching, and games in which the strike is the loser's punishment/winner's privilege. In the first two ways of playing the game, violence, though essentially consensual, is inherent, not a risk. Almost all ways of playing are dangerous, carrying the risk of injury, scarring, and damage to one's bones and hand. The point is to make them bleed.
The rules of this game are simple: each combatant makes a fist and then the fists punch each other. You flinch, you lose. Whoever lasts the longest before quitting wins.
Traditional games in Indonesia are games commonly played by Indonesian children and have roots / acculturated to the Indonesian native culture. Indonesian parents often using traditional games to educate their children about character building. As a result, nearly all children in the era before the 1990s play traditional games.