Outline of games

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The following outline is provided as an overview of and topical guide to games and gaming:

Contents

Games are structured or semi-structured activities usually undertaken for enjoyment. They are usually fun activities that can be educational or purely just for fun. The term "game" is also used to describe simulation of various activities e.g., for the purposes of training, analysis or prediction, etc., see "Game (simulation)". Games are a universal part of the human experience, for all cultures, genders and ages. Key components of games are goals, rules, challenge, and interactivity. Games generally involve mental or physical stimulation, and sometimes both. Many games help develop practical skills, serve as a form of exercise, or otherwise perform an educational, simulational or psychological role.

Purpose

Individuals participate in game-play for various reasons, depending upon the aspect the particular game covers. These include:

Types of games

Game components

Components of role-playing games

Game play

Game development

Game development

Game theory

Game theory

Lists of games

Also see

Related Research Articles

<span class="mw-page-title-main">Board game</span> Genre of seated tabletop social play

Board games are tabletop games that typically use pieces. These pieces are moved or placed on a pre-marked board and often include elements of table, card, role-playing, and miniatures games as well.

<span class="mw-page-title-main">Steve Jackson Games</span> American game publishing company

Steve Jackson Games (SJGames) is a game company, founded in 1980 by Steve Jackson, that creates and publishes role-playing, board, and card games, and the gaming magazine Pyramid.

<span class="mw-page-title-main">Strategy game</span> Type of game

A strategy game or strategic game is a game in which the players' uncoerced, and often autonomous, decision-making skills have a high significance in determining the outcome. Almost all strategy games require internal decision tree-style thinking, and typically very high situational awareness.

A puzzle is a game, problem, or toy that tests a person's ingenuity or knowledge. In a puzzle, the solver is expected to put pieces together in a logical way, in order to arrive at the correct or fun solution of the puzzle. There are different genres of puzzles, such as crossword puzzles, word-search puzzles, number puzzles, relational puzzles, and logic puzzles. The academic study of puzzles is called enigmatology.

<span class="mw-page-title-main">Abstract strategy game</span> Mental skill based games

Abstract strategy games in contrast to strategy games in general usually have no or minimal narrative theme, outcomes determined only by player choice, and all players have perfect information about the game. For example, Go is a pure abstract strategy game since it fulfills all three criteria; chess and related games are nearly so but feature a recognizable theme of ancient warfare; and Stratego is borderline since it is deterministic, loosely based on 19th-century Napoleonic warfare, and features concealed information.

<span class="mw-page-title-main">Tabletop game</span> Social activity played on a flat surface

Tabletop games or tabletops are games that are normally played on a table or other flat surface, such as board games, card games, dice games, miniature wargames, or tile-based games.

In tabletop games and video games, game mechanics are the rules or ludemes that govern and guide the player's actions, as well as the game's response to them. A rule is an instruction on how to play, a ludeme is an element of play like the L-shaped move of the knight in chess. A game's mechanics thus effectively specify how the game will work for the people who play it.

<span class="mw-page-title-main">3M bookshelf game series</span> Series of board games and card games

The 3M bookshelf game series is a set of strategy and economic games published in the 1960s and early 1970s by 3M Corporation. The games were packaged in leatherette-look large hardback book size boxes in contrast to the prevalent wide, flat game boxes. The series grew to encompass over three dozen games. Most were multi-player board games or card games; a few were trivia games or two-handed board games. Acquire and TwixT were among the best-selling titles. The series later became part of the Avalon Hill Bookcase games. Very few of these games are still being published.

<span class="mw-page-title-main">Game</span> Structured form of play

A game is a structured form of play, usually undertaken for entertainment or fun, and sometimes used as an educational tool. Many games are also considered to be work or art.

<span class="mw-page-title-main">Zillions of Games</span> General game playing software

Zillions of Games is a commercial general game playing system developed by Jeff Mallett and Mark Lefler in 1998. The game rules are specified with S-expressions, Zillions rule language. It was designed to handle mostly abstract strategy board games or puzzles. After parsing the rules of the game, the system's artificial intelligence can automatically play one or more players. It treats puzzles as solitaire games and its AI can be used to solve them.

<i>Qwirkle</i> Tile-based board game

Qwirkle is a tile-based game for two to four players, designed by Susan McKinley Ross and published by MindWare. Qwirkle shares some characteristics with the games Rummikub and Scrabble. It is distributed in Canada by game and puzzle company Outset Media. Qwirkle is considered by MindWare to be its most awarded game of all time. In 2011, Qwirkle won the Spiel des Jahres. A sequel, Qwirkle Cubes, was released by Mindware in 2009.

<span class="mw-page-title-main">History of games</span>

The history of games dates to the ancient human past. Games are an integral part of all cultures and are one of the oldest forms of human social interaction. Games are formalized expressions of play which allow people to go beyond immediate imagination and direct physical activity. Common features of games include uncertainty of outcome, agreed upon rules, competition, separate place and time, elements of fiction, elements of chance, prescribed goals and personal enjoyment.

<span class="mw-page-title-main">ThinkFun</span>

ThinkFun, formerly known as Binary Arts, is a toy and board game company founded in 1985 by Bill Ritchie and Andrea Barthello. The two started the company from the basement of their home in Virginia, with a product base that initially consisted of four games invented by a family friend William Keister. The husband and wife team used these products as a launching pad for their company, and within six months they were able to move the company headquarters out of their basement and into a more workable space and were able to begin to expand their product line.

<span class="mw-page-title-main">Game design</span> Game development process of designing the content and rules of a game

Game design is the process of creating and shaping the mechanics, systems, and rules of a game. Games can be created for entertainment, education, exercise, or experimental purposes. Increasingly, elements and principles of game design are also applied to other interactions, in the form of gamification. Game designer and developer Robert Zubek defines game design by breaking it down into its elements, which he says are the following:

This glossary of board games explains commonly used terms in board games, in alphabetical order. For a list of board games, see List of board games; for terms specific to chess, see Glossary of chess; for terms specific to chess problems, see Glossary of chess problems.

Cluedo, known as Clue in North America, is a murder mystery-themed multimedia franchise started in 1949 with the manufacture of the Cluedo board game. The franchise has since expanded to film, television game shows, book series, computer games, board game spinoffs, a comic, a play, a musical, jigsaws, card games, and other media.

The tabletop game industry is the economic sector involved in the development, marketing, and monetization of games that fall within the scope of tabletop games, which includes dice and card games. According to Statista, the tabletop game industry had an estimated market of approximately 7.2 billion U.S. dollars in 2017 and is expected to increase by 4.8 billion U.S. dollars within the next 6 years.