Party video game

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A party video game is a genre of video game that stems from in-person party games, involving player-to-player interaction as the central gameplay element. These games are often defined by simple controls which can be easily picked up and understood by players of any skill level.

Contents

Party video games generally consist of short-term experiences which may be played in succession, and are sometimes characterized in the form of minigames. These experiences may be played singularly or in a group, and usually feature several players competing simultaneously. [1]

History

The first party video game is thought to be Olympic Decathlon , releasing in 1980. [2]

In 1983, Party Mix was released for the Atari, and consisted of an anthology of five multiplayer games, which began the format of party video games releasing as a series of individually-selectable minigames. [3]

In 1995, You Don't Know Jack was released, the first of the You Don't Know Jack franchise and the precursor to the Jackbox Party Pack collection in 2014. [4]

In 1998, Mario Party was released on the Nintendo 64. [5] Its launch eventually brought about the rest of the Mario Party franchise, in wake of the game's success across markets. Mario Party 2 was released in 1999, and Mario Party 3 was released in 2000.

The launch of the Wii in 2006 led to the creation of Wii Play , a minigame collection that was bundled with certain copies of the Wii console. [6] Years later, in the summer of 2010, Nintendo released Wii Party, which received a 7/10 on IGN, citing it as "a pretty good game to bring out during family game nights or videogame friendly cocktail parties." [7]

In 2016, PixelTail Games released the early access version of Tower Unite , a multiplayer party game set in a resort-style world, centered around a collection of competitive minigames and activities.

The introduction of the Nintendo Switch in 2017 changed party gaming to a hybrid portable and home-used party game. The Joy-Con controllers could be detached and used to play with two-players without additional accessories, which promoted spontaneous multiplayer gaming. Additional controllers can be paired to the console for a total of four-players can play. Super Mario Party (2018) was a continuation of the board-and-minigame format of its predecessors, and Mario Party Superstars (2021) revived the nostalgia of the Nintendo 64 and GameCube on the new platform. The Switch was also used as a standard multiplayer game like Mario Kart 8 Deluxe (2017), which was still popular among players to have group racing sessions. [8]

Remote and online party games increased in popularity in the late 2010s and the early 2020s. The Jackbox Party Pack series also proposed a smartphone controller system, which enabled more players to join without using the traditional controllers. [9] The social deduction game Among Us was popularly used to conduct online gatherings during the COVID-19 pandemic due to its easy rules and group discussion format. [10] Online streaming platforms like Twitch and YouTube made party games more visible, making the gameplay an activity that could be enjoyed by online viewers as collective entertainment. [9] [11]

Gameplay and design

Party games are designed for quick plays, with simple rules along with easy to follow gameplay.  Through the use of clear visual cues, prompt instructions, and quick rounds, players new to video games can start playing within seconds. [12] Developers typically design these games around amusement, group interaction, and light competition, where winning matters less than having fun together. [13] Many modern titles are designed with accessibility in mind. For example, Jackbox Games, which uses phones as controllers, removing the need for extra accessories or experience. The developers refer to this approach as "inclusivity through design". [14]

Social and cultural impact

Party video games allow users to connect and interact by completing various challenges together. Researchers found that these games helped maintain friendships, reduce boredom, and increase group get-togethers. [15] [16] During COVID-19, many people turned to online party games, such as Jackbox Party and Among Us even gang beaststo stay in touch. [15]

Schools and employers have used them to encourage teamwork and communication, showing playful interactions can lead to collaboration. [9] The humor and visual design in these games typically reflects broader social values. Such as how players interact, compete, and joke with each other. [16] [17]

Party video games have become a part of popular culture in gaming and media. Their characters, sound effects, and funny moments that are often shared through memes, clips, or on social platforms (e.g. Twitch; YouTube). Many are featured on streaming platforms like Twitch, YouTube, or TikTok, where gameplay has turned into a form of shared entertainment. Viewer can watch and comment on live sessions of streamers playing games such as Jackbox [11] or Among Us, [10] turning it into a type of social performance. [9]

Education

Games (such as Kahoot, [18] Minecraft, [19] [20] Jackbox Party, [21] or Keep Talking and Nobody Explodes [22] [23] ) are sometimes used in classrooms as a way of improving teamwork, creativity, and communication. They help with social learning because players need to listen, cooperate, and adapt with each other to whatever happens. The genre provides an opportunity to allow individuals to bridge the cultural and social barriers. It turns a simple activity into an interactive experience shared with others rather than something done alone. [9]

See also

References

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  2. Williams, Gregg (December 1981). "New Games New Directions". BYTE. pp. 6–10. Retrieved 3 September 2024.
  3. Weiss, Brett (December 20, 2011). Classic Home Video Games, 1972-1984: A Complete Reference Guide. McFarland & Company. p. 88. ISBN   978-0-7864-8755-4 . Retrieved 3 September 2024.
  4. Sinclair, Brendan (June 5, 2013). "Jellyvision changes name to Jackbox Games". GamesIndustry.biz. Retrieved 3 September 2024.
  5. "Mario Party US-Bound". IGN. December 1, 1998. Archived from the original on September 20, 2019. Retrieved 3 September 2024.
  6. Harris, Craig (September 15, 2006). "Hands-On Wii Play". IGN. Archived from the original on October 15, 2020. Retrieved 3 September 2024.
  7. Harris, Craig (2010-10-03). "Wii Party Review". IGN. Retrieved 2025-06-20.
  8. Machkovech, Sam (2017-03-06). "How does Nintendo Switch actually stack up at a party?". Ars Technica. Retrieved 2025-11-13.
  9. 1 2 3 4 5 "10.4 The Impact of Video Games on Culture". Mass Media in a Free Society. 2024-08-19 via Pressbooks.
  10. 1 2 Frizby (2024-08-05). "Exploring Among Us' success story as an Indie game - Raidiant". Raidiant. Archived from the original on 2025-06-26. Retrieved 2025-11-13.
  11. 1 2 Gardner, Matt. "Jackbox Games Brings The Party Back–And This Time, It's Global". Forbes. Retrieved 2025-11-13.
  12. "What is the Party Video Game Genre?". European Studios. Retrieved 2025-11-07.
  13. nyfa (2016-01-14). "Three Principles Every Video Game Designer Should Follow". NYFA. Retrieved 2025-11-07.
  14. "These Design Principles Made Jackbox a Party Game Phenomenon". Built In. Retrieved 2025-11-07.
  15. 1 2 Ballard, Mary E.; Spencer, Michael T. (March 2023). "Importance of Social Videogaming for Connection with Others During the COVID-19 Pandemic". Games and Culture. 18 (2): 251–264. doi:10.1177/15554120221090982. ISSN   1555-4120. PMC   9047596 . PMID   38603156.
  16. 1 2 Wu, Cocuhen; Chang, Chih-Hsuan (2025-03-24). "How multiplayer online games can yield positive effects on individual gamers, gaming companies, and society as a whole". Humanities and Social Sciences Communications. 12 (1): 420. doi: 10.1057/s41599-025-04690-6 . ISSN   2662-9992.
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  18. Wang, Alf Inge; Tahir, Rabail (2020-05-01). "The effect of using Kahoot! for learning – A literature review". Computers & Education. 149 103818. doi: 10.1016/j.compedu.2020.103818 . ISSN   0360-1315 via Science Direct.
  19. bio, See full. "13 (Secretly) Educational Video Games That Kids Will Actually Like". CNET. Retrieved 2025-11-13.
  20. "Minecraft Education: A Comprehensive Guide for Teachers". www.structural-learning.com. Retrieved 2025-11-13.
  21. "Connecting with Students Through Play: 5 Games We've Used in Our Virtual Youth Programming". cpp-college.netlify.app. Retrieved 2025-11-13.
  22. Roos, Rob (2017-10-09). "Speaking Strategies with "Keep Talking and Nobody Explodes"". Videogames in Education. Retrieved 2025-11-13.
  23. "Having a Blast with a Computer-Mediated Information Gap Task: Keep Talking & Nobody Explodes in the EFL Classroom | JALT Publications". jalt-publications.org. Retrieved 2025-11-13.