Game classification is the classification of games, forming a game taxonomy. Many different methods of classifying games exist.
There are four basic approaches to classifying the games used in physical education: [1]
There are several methods of classifying video games, alongside the system of video game genres commonly used by retailers and player communities.
Solomon [3] puts forward a "commonsense, but broad" classification of video games, into simulations (the game reflects reality), abstract games (the game itself is the focus of interest), and sports. In addition to these, he points out that games (in general, not just video games) fall into classes according to the number of players. Games with two players encompass board games such as chess. Games with multiple players encompass card games such as poker, and marketed family games such as Monopoly and Scrabble. Puzzles and Solitaire are one-player games. He also includes zero-player games, such as Conway's Game of Life, although acknowledging that others argue that such games do not constitute a game, because they lack any element of competition. He asserts that such zero-player games are nonetheless games because they are used recreationally.
Another method, developed by Wright, [4] divides games into the following categories: educational or informative, sports, sensorimotor (e.g. action games, video games, fighting and shoot 'em up games, and driving and racing simulators), other vehicular simulators (not covered by driving and racing), strategy games (e.g. adventure games, war games, strategic simulations, role-playing games, and puzzles), and "other". [5]
A third method, developed by Funk and Buchman, [6] and refined by others, classifies electronic games into six categories: general entertainment (no fighting or destruction), educational (learning or problem-solving), fantasy violence (cartoon characters that must fight or destroy things, and risk being killed, to achieve a goal), human violence (like fantasy violence, but with human rather than cartoon characters), nonviolent sports (no fighting or destruction), and sports violence (fighting or destruction involved). [5]
Games can be categorized by the source of uncertainty which confront the players: [7] [8]
Based on these three causes, three classes of games arise:
Game theory classifies games according to several criteria: whether a game is a symmetric game or an asymmetric one, what a game's "sum" is (zero-sum, constant sum, and so forth), whether a game is a sequential game or a simultaneous one, whether a game comprises perfect information or imperfect information, and whether a game is determinate.
The tertiary sector of the economy, generally known as the service sector, is the third of the three economic sectors in the three-sector model. The others are the primary sector and the secondary sector (manufacturing).
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.
In organology, the study of musical instruments, many methods of classifying instruments exist. Most methods are specific to a particular cultural group and were developed to serve that culture's musical needs. Culture-based classification methods sometimes break down when applied outside that culture. For example, a classification based on instrument use may fail when applied to another culture that uses the same instrument differently.
A motion picture content rating system classifies films based on their suitability for audiences due to their treatment of issues such as sex, violence, or substance abuse; their use of profanity; or other matters typically deemed unsuitable for children or adolescents. Most countries have some form of rating system that issues determinations variously known as certifications, classifications, certificates, or ratings. Age recommendations, of either an advisory or restrictive capacity, are often applied in lieu of censorship; in some jurisdictions movie theaters may have a legal obligation to enforce restrictive ratings.
Educational games are games explicitly designed with educational purposes, or which have incidental or secondary educational value. All types of games may be used in an educational environment, however educational games are games that are designed to help people learn about certain subjects, expand concepts, reinforce development, understand a historical event or culture, or assist them in learning a skill as they play. Game types include board, card, and video games.
A video game genre is an informal classification of a video game based on how it is played rather than visual or narrative elements. This is independent of setting, unlike works of fiction that are expressed through other media, such as films or books. For example, a shooter game is still a shooter game, regardless of where or when it takes place. A specific game's genre is open to subjective interpretation. An individual game may belong to several genres at once.
The following outline is provided as an overview of and topical guide to video games:
School violence includes violence between school students as well as attacks by students on school staff. It encompasses physical violence, including student-on-student fighting, corporal punishment; psychological violence such as verbal abuse, and sexual violence, including rape and sexual harassment. It includes many forms of bullying and carrying weapons in school. It is widely believed by society to have become a serious problem in recent decades in many countries, especially where weapons such as guns or knives are involved.
A unique bid auction is a type of strategy game related to traditional auctions where the winner is usually the individual with the lowest unique bid, although less commonly the auction rules may specify that the highest unique bid is the winner. Unique bid auctions are often used as a form of competition and strategy game where bidders pay a fee to make a bid, or may have to pay a subscription fee in order to be able to participate.
The following outline is provided as an overview of and topical guide to games and gaming:
Chaos League is a fantasy-based sports management game developed by Cyanide Studios and published by Digital Jesters. It was released in Europe on 8 August 2004 and later in North America on 8 March 2005. The game is a spin on American football, the violence of the Medieval football with no rules and rugby-style of sports yet set in a fantasy world with teams being made up of fantasy races such as dwarves, elves, orcs and undead, along with the use of magic and other fictional elements during a "match". The tone of the game is satirical with comedic color commentary and adverts for fictional in-game universe products. An official expansion was later released in 2005 bundled with the original, titled Chaos League: Sudden Death that added new features and gameplay tweaks.
An educational video game is a video game that provides learning or training value to the player. Edutainment describes an intentional merger of video games and educational software into a single product. In the narrower sense used here, the term describes educational software which is primarily about entertainment, but tends to educate as well and sells itself partly under the educational umbrella. Normally software of this kind is not structured towards school curricula and does not involve educational advisors.
A video game content rating system is a system used for the classification of video games based on suitability for target audiences. Most of these systems are associated with and/or sponsored by a government, and are sometimes part of the local motion picture rating system. The utility of such ratings has been called into question by studies that publish findings such as 90% of teenagers claim that their parents "never" check the ratings before allowing them to rent or buy video games, and as such, calls have been made to "fix" the existing rating systems. Video game content rating systems can be used as the basis for laws that cover the sales of video games to minors, such as in Australia. Rating checking and approval is part of the game localization when they are being prepared for their distribution in other countries or locales. These rating systems have also been used to voluntarily restrict sales of certain video games by stores, such as the German retailer Galeria Kaufhof's removal of all video games rated 18+ by the USK following the Winnenden school shooting.
Play is a range of intrinsically motivated activities done for recreational pleasure and enjoyment. Play is commonly associated with children and juvenile-level activities, but may be engaged in at any life stage, and among other higher-functioning animals as well, most notably mammals and birds.
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.
Nonviolent video games are video games characterized by little or no violence. As the term is vague, game designers, developers, and marketers that describe themselves as non-violent video game makers, as well as certain reviewers and members of the non-violent gaming community, often employ it to describe games with comparatively little or no violence. The definition has been applied flexibly to games in such purposive genres as the Christian video game. However, a number of games at the fringe of the "non-violence" label can only be viewed as objectively violent.
The Australian Classification Board is an Australian government statutory body responsible for the classification and censorship of films, video games and publications for exhibition, sale or hire in Australia. The ACB was established in 1970 and was once part of the Office of Film and Literature Classification (OFLC), which was dissolved in 2006. The Department of Communications and the Arts provided administrative support to the ACB from 2006 until 2020, when it was merged into the 'mega department' of the Department of Infrastructure, Transport, Regional Development and Communications. Decisions made by the ACB may be reviewed by the Australian Classification Review Board. The ACB now operates under the Commonwealth Classification Act 1995. The ACB is made up of a director, a deputy director, and three other board members, appointed by the government for three- or four-year terms, and temporary board members. The ACB is located in Sydney, New South Wales.
Game design is the art of applying design and aesthetics to create a game for entertainment or for educational, 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:
The typing game is a genre of video games that involves typing. Early typing games were a subgenre of educational games and used to familiarize players with keyboard use, but they later progressed to become their own category of games as players became more acclimated to the use of a keyboard and the games became more difficult and complex. Usually, a typing game will require the player to quickly or precisely type in words - or individual letters, numbers, or other keys - that display on the screen to proceed in the game, functioning as both a challenge and a means to improve one's skill at touch typing.
Some online typing games offer a competitive way of testing a player's typing speed and making it [typing] more addictive.