Friday, September 26, 2008

Olympic Games

The Olympics" redirects here. For other uses, see Olympics (disambiguation).
The five Olympic rings were designed in 1913, adopted in 1914 and debuted at the Games at Antwerp, 1920.

The five Olympic rings were designed in 1913, adopted in 1914 and debuted at the Games at Antwerp, 1920.

The Olympic Games is an international multi-sport event established for both summer and winter games. There have been two generations of the Olympic Games; the first were the Ancient Olympic Games (Greek: Ολυμπιακοί Αγώνες; [Olympiakoi Agones] held at Olympia, Greece. The second, known as the Modern Olympic Movement, were first held in 1896, in Athens, Greece. The modern Olympics feature the Summer Games and Winter Games. The Paralympic and Youth Olympic Games are variations on the Modern Olympic Movement.

The International Olympic Committee (IOC) was founded in 1894 on the initiative of a French nobleman, Pierre Frédy, Baron de Coubertin. His vision was to bring together amateur athletes from around the world to compete in a variety of events. The IOC has become the governing body of the "Olympic Movement," a conglomeration of sporting federations that are responsible for the organization of the Games. The evolution of the Olympic Movement has forced the IOC to change Coubertin's time–honored ideals. The original vision of the pure amateur athlete had to change under the pressure of corporate sponsorships and political regimes intent on the creation of sports "dynasties".

Participation in the Games has increased to the point that nearly every nation on earth is represented. This growth has created numerous challenges; including political boycotts, the use of performance enhancing drugs, bribery of officials, and terrorism. While the Olympic Movement is forced to address issues never before conceived by Coubertin, the Olympics continue to grow in the face of these challenges. The Games encompass many rituals and symbols that were established during their infancy in the late 19th and early 20th centuries. Most of these traditions are displayed in the opening and closing ceremonies, and the medal presentations. Despite the complexity of the current modern Games, the focus remains on the Olympic motto: Citius Altius Fortius - Faster, Higher, Stronger.

Gaming for Money: Trading Game Assets

One of the most interesting and unexpected things to arise from online gaming is the birth of real-world economies based on the value of persistent world game characters and items. When Ultima Online and EverQuest characters started appearing on eBay, a lot of people found it hard to believe that anyone was willing to exchange actual money for game items that are, after all, largely imaginary. Nevertheless, trade in these digital goods continues to grow, and it has already gone from being a pastime pursued only by a handful of hard-core gamers to being a fledgling industry in its own right.

Time is Money
We've all heard it said that time is money. This is no less true when it comes to persistent world online games. Under normal circumstances, it can take months or even years to work a character into the upper ranks of a game like EverQuest, or acquire some rare item that only drops on, say, the Plane of Complete Annihilation. I guess it should come as no surprize that many people are willing to spend a little extra to get there faster. In fact, since you're paying by the month to play in most cases anyway, purchasing what you need to get straight to the end game may even be cost effective for some people.

Enter eBay
For those who are serious about trading in game economies, the epicenter of activity is Category 1654, Internet Games, on eBay. While not every item in the category is a game item (lately I've noticed quite a few manuals on how to make big money trading game items), it remains the most popular auction for virtual marketeers. Dr. Edward Castronova, an economics professor at California State University, has been compiling statistics related to the category, and in 2004 it racked up over $22 million in total sales. Several entrepeneurs have taken notice of this and started other auctions and currency exchanges that specialize in virtual game property.

Players and Publishers React
To be sure, not all online game publishers, or players, for that matter, are happy with the real-world trade in game assets. Sony has been quite firm on this issue, and they've successfully had SOE game items removed from eBay. Blizzard has sternly reminded World of Warcraft players that it is against their policy as well, and that anyone caught doing it will be banned. Naturally, the trade in gear for these games continues through other auctions, and it seems unlikely that either company has the power to eradicate it completely. Other game companies have taken a more hands-off approach, condoning and sometimes even facilitating the exchange of cyber goods.

One can easily imagine the assortment of potential problems this trend creates for game developers and gamers alike. Many people equate it with cheating, and consider it unfair that a player can buy their way into game status that would otherwise take many game hours to achieve. For the developer, it can escalate into a customer service nightmare. Support staff will find themselves on the receiving end of complaints about bad transactions and rip-offs, while cheaters are provided with an economic incentive to hack and exploit the game.

History of video games

History of video games
Tennis for Two, an early analog computer game that used an oscilloscope for a display.

Tennis for Two, an early analog computer game that used an oscilloscope for a display.

The formative years of video games consist of basic games that made use of interactive electronic devices with various display formats. The earliest example was in 1947, where the idea for a "Cathode Ray Tube Amusement Device" was conceived by Thomas T. Goldsmith Jr. and Estle Ray Mann. The two filed for a patent on January 25, 1947, which was issued on December 14, 1948 as U.S. Patent 2455992. Inspired by radar displays, it consisted of an analog device that allowed a user to control a vector drawn dot on the screen to simulate a missile being fired at targets represented by drawings fixed to the screen. Other examples included the NIMROD computer at the 1951 Festival of Britain, Alexander S. Douglas's OXO for the EDSAC in 1952, William Higinbotham's interactive game called Tennis for Two in 1958, and MIT students Martin Graetz, Steve Russell, and Wayne Wiitanen's Spacewar! on a DEC PDP-1 computer in 1961. Each game used different means of display: NIMROD used a panel of lights to play the game of Nim, OXO used a graphical display to play tic-tac-toe, Tennis for Two used an oscilloscope to display a side view of a tennis court, and Spacewar! used the DEC PDP-1's vector display to have two spaceships battle each other.

In 1971, Computer Space, created by Nolan Bushnell and Ted Dabney, was the first commercially sold, coin-operated video game. For its display it used a black-and-white television and the computer system was a state machine made of 74 series TTL chips. The game was featured in the 1973 science fiction film Soylent Green. Computer Space was followed in 1972 by the Magnavox Odyssey, the first home console. Modeled after a late 1960s prototype console developed by Ralph H. Baer called the "Brown Box", it also used a standard television and game generated video signal. These systems were followed by two versions of Atari's Pong; an arcade version in 1972 and a home version in 1975. The commercial success of Pong led other companies to develop numerous Pong-clones and their own systems, spawning the video game industry.

Information Transmission and its Distortions: A Study of Cheap-Talk Games

Abstract: Lies as distorters of information transmission are examined in this paper. A survey of research conducted on games featuring costless information transmission leads to a characterization of several types of lies. The relevant type of lie depends on the shape of players? strategy sets. Individuals? perception of different types of lies varies. Active misrepresentation is viewed as the most serious violation and thus individuals experience substantial lie aversion when confronted with such an alternative. For active misrepresentation to succeed additional characteristics such as differing player knowledge or non detectable lies are often required. When multiple players are present on either the sender or receiver side lying becomes more difficult in general, although there are situations where the opposite is true. The characterization of distortions in information transmission can help make policy decisions aimed at increasing truthful revelation more effective since different lies are prevented by dissimilar strategies.

CARD GAMES

Alphabetical index to rules of traditional card and tile games for two or more players, giving the number of players required.
Another index to traditional card and tile games, classified by mechanism and by objective, and including a list of children's games.
Index of games arranged by country where they are played, and the types of cards they are played with.
Section for traditional games played with tiles: Chinese and Western Dominoes, Rummy tiles, etc.
Links to sources of card games software, places to play cards online, other collections of card game rules, information about playing-cards, sources of cards and equipment, card game books, discussion groups, tournaments and meetings, gambling and casinos, resources for game designers, playing-card bitmaps and fonts and information on card tricks.
A selection of games requiring a special proprietary pack of cards from a particular maker.
A collection of links to information about Solitaire (Patience) Games
Readers' contributions of newly created games and variations which can be played with existing cards or tiles.
Some basic rules, procedures and strategies that apply to most or all card games

Friday, September 19, 2008

Mobile game

A mobile game is a video game played on a mobile phone, smartphone, PDA or handheld computer. This does not include games played on handheld video game systems such as PlayStation Portable or Nintendo DS.

The first game that was pre-installed onto a mobile phone was Snake on selected Nokia models in 1997. Snake and its variants have since become the most-played videogame on the planet, with over a billion people having played the game.

Mobile games are played using the technologies present on the device itself. For networked games, there are various technologies in common use. Examples include text message (SMS), multimedia message (MMS) or GPRS location identification.

However, there are non networked applications, that simply use the device platform to run the game software. The games may be installed over the air, they may be side loaded onto the handset with a cable, or they may be embedded on the handheld devices by the OEM or by the mobile operator.

Mobile games are usually downloaded via the mobile operator's radio network, but in some cases are also loaded into the mobile handsets when purchased, or via infrared connection, Bluetooth or memory card.

Common limitations of mobile games

Mobile games tend to be small in scope and often rely on good gameplay over flashy graphics, due to the lack of processing power of the client devices. One major problem for developers and publishers of mobile games is describing a game in such detail that it gives the customer enough information to make a purchasing decision. Currently, Mobile Games are mainly sold through Network Carriers / Operators portals and this means there are only a few lines of text and perhaps a screenshot of the game to excite the customer. Two strategies are followed by developers and publishers to combat this lack of purchasing information, firstly there is a reliance on powerful brands and licences that impart a suggestion of quality to the game such as Tomb Raider or Colin McRae and secondly there is the use of well known and established play patterns (game play mechanics that are instantly recognisable) such as Tetris, Space Invaders or Poker. Both these strategies are used to decrease the perceived level of risk that the customer feels when choosing a game to download from the carrier’s deck.

Recent innovations in mobile games include Singleplayer, Multiplayer and 3D graphics. Virtual love games belong to both of singleplayer and multiplayer games. Multiplayer games are quickly finding an audience, as developers take advantage of the ability to play against other people, a natural extension of the mobile phone’s connectivity. With the recent internet gambling boom various companies are taking advantage of the mobile market to attract customers, Ongame the founders of PokerRoom developed in 2005 a working mobile version of its poker software available in both play money and real money. The player can play the game in a singleplayer or multiplayer mode for real or play money. As well, the MMORPG boom seems to hit the world of mobile games. According to their website CipSoft has developed the first MMORPG for mobile phones, called TibiaME. SmartCell Technology, a mobile applications developer, is in development of the first cross-platform MMORPG called Shadow of Legend. Shadow of Legend will have the ability to play on both a PC and a mobile device.

Handheld video game

A handheld video game is a video game designed for a handheld device. In the past, this primarily meant handheld game consoles such as Nintendo's Game Boy line. In more recent history, mobile games have become popular in calculators, personal digital assistants (PDA), mobile phones, mp3 players, and other similar portable gadgets.

In the past decade, handheld video games currently have become a major sector of the video game market. In 2004 sales of portable software titles exceeded $1 billion in the United States for the first time, an 11% increase from the previous year.

For dedicated handheld games that do not have interchangeable cartridges, disks, etc., or are not reprogrammable, see handheld electronic games. For games on mobile phones, see mobile games.

History

Handheld video games grew out of handheld electronic games that were popular from the 1970s through the mid 1990s. The key factors in contributing to the advance of handheld video games were the increase in processing power, technological advances in liquid crystal displays (LCDs), and the reduction of power requirements. Handheld video games grew immensely in popularity, thanks to the Game Boy released in 1989. Tetris was considered the "killer app" for the console, and popularized the action puzzle genre.

Popular genres

Due to the portable nature of the platform, the game genres that are popular on video game consoles are not necessarily the same genres that are popular on handhelds. This is partly due to a constant game of technological catchup for handhelds; they are usually about 1-2 generations behind in terms of graphic capabilities than their AC-powered brethren. In addition, there is a demand to keep the device small, so there are much fewer controls on handhelds than on other systems; this results in games that cannot be as complex. Typically due to the limited time that most users have when on the go, the average gametime duration is much shorter. Hence games that are quick to play, such as sidescrolling platformers and action puzzle games are very popular. It is important to note that there is solid-state storage for handheld titles, whether it be in the form of a memory card, or EEPROM. On the whole, even with the capability to save games, consumers prefer less time-consuming titles. More complex game types, such as adventure or first person shooters, are less popular.

Console game

A console game is a form of interactive multimedia used for entertainment. The game consists of manipulable images (and usually sounds) generated by a video game console, and displayed on a television or similar audio-video system. The game itself is usually controlled and manipulated using a handheld device connected to the console called a controller. The controller generally contains a number of buttons and directional controls (such as analog joysticks) each of which has been assigned a purpose for interacting with and controlling the images on the screen. The display, speakers, console, and controls of a console can also be incorporated into one small object known as a handheld game console.

Game multimedia usually comes in the form of a disc, which can be inserted into the game console. Recent advances have allowed games and game demos to be downloaded directly to the console via the Internet. Simpler consoles, however, may only have a fixed selection of built-in games.

Introduction

Video games generally each contain different gameplay, objectives, goals, control-schemes, characters, and other features. Each video game is usually contained on a specifically designed multimedia disc or cartridge, which are generally sold separately from the console and each other. In order to play the specific game, you need the specific console for which it was designed. For example, in order to play the video game Wii Sports, you need to use a Wii. The most popular consoles in the market today (as of May 2007) are the Wii, PlayStation 2, Xbox 360 and the PlayStation 3.

Console and display

Controllers

The different consoles each use different controllers. Controllers are input devices used to interact with the game. So, for example, if you had a game in which you must control a character in order to obtain a red apple, you would be able to use an analog stick or directional pad ("D Pad") to move your character towards the apple to collect it. Video games, of course, are usually much more complicated than this. In the game Pikmin for the Nintendo GameCube, the player uses the analog stick to control his character, the "C" analog stick to tell his Pikmin what to do or where to go, and the "A" button to throw the Pikmin.

Screen

Most video games require a screen of some sort. In the case of normal consoles, a television is the most common form of screen used. The screen is used as a source of visual output. As the player pushes buttons and moves analogs on the controller, the screen responds to the actions and changes take place on the screen, simulating actual movement.

Consoles use a large sized (albeit low-resolution) television as their visual output device: optimal for viewing at a greater distance by a larger audience. As a result, many video games are designed for local multiplayer play, with all players viewing the same TV set, with the screen divided into several sections and each player using a different controller.

Video games have generally had access to less computing power, less flexible computing power, and lower resolution displays. Dedicated consoles were advanced graphically, especially in animation. This is because video game consoles had dedicated graphics hardware, were able to load data instantly from ROM, and a low resolution output would look better on a television because it naturally blurs the pixels.

Personal computer game

A personal computer game (also known as a computer game or simply PC game) is a video game played on a personal computer, rather than on a video game console or arcade machine. Computer games have evolved from the simple graphics and gameplay of early titles like Spacewar!, to a wide range of more visually advanced titles.

PC games are created by one or more game developers, often in conjunction with other specialists (such as game artists) and either published independently or through a third party publisher. They may then be distributed on physical media such as DVDs and CDs, as Internet-downloadable shareware, or through online delivery services such as Direct2Drive and Steam. PC games often require specialized hardware in the user's computer in order to play, such as a specific generation of graphics processing unit or an Internet connection for online play, although these system requirements vary from game to game.

PC game development

Game development, as with console games, is generally undertaken by one or more game developers using either standardised or proprietary tools. While games could previously be developed by very small groups of people, as in the early example of Wolfenstein 3D, many popular computer games today require large development teams and budgets running into the millions of dollars.

PC games are usually built around a central piece of software, known as a game engine, that simplifies the development process and enables developers to easily port their projects between platforms. Unlike most consoles, which generally only run major engines such as Unreal Engine 3 and RenderWare due to restrictions on homebrew software, personal computers may run games developed using a larger range of software. As such, a number of alternatives to expensive engines have become available, including open source solutions such as Crystal Space, OGRE and DarkPlaces.

User-created modifications

Counter-Strike, a total-conversion mod for Valve Software's Half-Life, achieved great popularity online and was subsequently purchased by Valve.
Counter-Strike, a total-conversion mod for Valve Software's Half-Life, achieved great popularity online and was subsequently purchased by Valve.

The multi-purpose nature of personal computers often allows users to modify the content of installed games with relative ease. Since console games are generally difficult to modify without a proprietary software development kit, and are often protected by legal and physical barriers against tampering and homebrew software it is generally easier to modify the personal computer version of games using common, easy-to-obtain software. Users can then distribute their customised version of the game (commonly known as a mod) by any means they choose.

The inclusion of map editors such as UnrealEd with the retail versions of many games, and others that have been made available online such as GtkRadiant, allow users to create modifications for games easily, using tools that are maintained by the games' original developers. In addition, companies such as id Software have released the source code to older game engines, enabling the creation of entirely new games and major changes to existing ones.

Modding had allowed much of the community to produce game elements that would not normally be provided by the developer of the game, expanding or modifying normal gameplay to varying degrees. One notable example is the Hot Coffee mod for the PC port of Grand Theft Auto: San Andreas, which enables access to an abandoned sex minigame by simply modifying a bit of the game's data file.

Arcade game

An arcade game is a coin-operated entertainment machine, typically installed in businesses such as restaurants, pubs, video arcades, and Family Entertainment Centers. Most arcade games are redemption games, merchandisers (such as Claw crane), video games or pinball machines.

HISTORY

The first popular "arcade games" were early amusement park midway games such as Shooting galleries, ball toss games, and the earliest coin-operated machines, such as those which claim to tell a person their fortune or played mechanical music. The old midways of 1920s-era amusement parks (such as Coney Island in New York) provided the inspiration and atmosphere of later arcade games.

In the 1930s, the earliest coin-operated pinball machines were made. These early amusement devices were distinct from their later electronic cousins in that they were made of wood, did not have plungers or lit-up bonus surfaces on the playing field, and used mechanical instead of electronic scoring readouts. By around 1977, most pinball machines in production switched to using solid state electronics for both operation and scoring.


In 1971, students at Stanford University set up the Galaxy Game, a coin-operated version of the Spacewar computer game. This is the earliest known instance of a coin-operated video game. Later in the same year, Nolan Bushnell created the first mass-manufactured such game, Computer Space, for Nutting Associates.

In 1972, Atari was formed by Nolan Bushnell and Ted Dabney. Atari essentially created the coin-operated video game industry with the game Pong, the smash hit electronic ping pong video game. Pong proved to be popular, but imitators helped keep Atari from dominating the fledging coin-operated video game market. Video game arcades sprang up in shopping malls, and small "corner arcades" appeared in restaurants, grocery stores, bars and movie theaters all over the United States and other countries during the late 1970s and early 1980s. Games such as Space Invaders (1978), Galaxian (1979), Pac-Man (1980), Battlezone (1980), and Donkey Kong (1981) were especially popular.

During the late 70s and 80s, chains such as Chuck E Cheese, Ground Round, Dave and Busters, and Gatti's Pizza combined the traditional restaurant and/or bar environment with arcades.

By the late-1980s, the arcade video game craze was beginning to fade due to the reputation of arcades as being seedy, unsafe places as well as the advances in home video game console technology. Arcade video games experienced a resurgence with the advent of two-player fighting games such as Street Fighter II (1991) by Capcom, Mortal Kombat (1992) by Midway Games, Fatal Fury (1992), Killer Instinct (1994) by Rare, and King of Fighters (1994-2005) by SNK.

However by 1996, home video game consoles and computers with 3D accelerator cards had reached technological parity with arcade equipment—arcade games had always been based on commodity technology, but their advantage over previous generations of home system was in their ability to customize and use the latest graphics and sound chips, much as PC games of today do. Declines in arcade sales volume meant that this approach was no longer cost-effective. Furthermore, by the late 1990s and early 2000s, networked gaming via console and computers across the Internet had also appeared, replacing the venue of head to head competition and social atmosphere once provided solely by arcades.

The arcades also lost their status as the forefront of new game releases. Given the choice between playing a game at an arcade three or four times (perhaps 15 minutes of play for a typical arcade game), and renting, at about the same price, the exact same game—for a video game console—the console was the clear winner. Fighting games were the most attractive feature for arcades, since they offered the prospect of face-to-face competition and tournaments, which correspondingly led players to practice more (and spend more money in the arcade), but they could not support the business all by themselves.

Recent 20th anniversary arcade machine, combining two or more classic video games.

Recent 20th anniversary arcade machine, combining two or more classic video games.

To remain viable, arcades added other elements to compliment the video games such as redemption games, merchandisers, and food service. Referred to as "fun centers" or "family fun centers" , some of the longstanding chains such as Chuck E. Cheese and Gatti's Pizza ("GattiTowns") also changed to this format. Many old video game arcades have long since closed, and classic coin-operated games have become largely the province of dedicated hobbyists.

Today's arcades have found a niche in games that use special controllers largely inaccessible to home users. An alternative interpretation (one which includes fighting games, which continue to thrive and require no special controller) is that the arcade game is now a more socially-oriented hangout, with games that focus on an individual's performance, rather than the game's content, as the primary form of novelty. Examples of today's popular genres are rhythm games such as Dance Dance Revolution (1998) and DrumMania (1999), and rail shooters such as House of the Dead (1998) and Time Crisis.

Technology

Virtually all modern arcade games (other than the very traditional midway-type games at county fairs) make extensive use of solid state electronics and integrated circuits. In the past coin-operated arcade video games generally used custom per-game hardware often with multiple CPUs, highly specialized sound and graphics chips and/or boards, and the latest in computer graphics display technology. Recent arcade game hardware is often based on modified video game console hardware or high end pc components. Sometimes, arcade games are controllable via more immersing and realistic means than either PC or console games, and feature specialized ambiance or control accessories, including fully enclosed dynamic cabinets with force feedback controls, dedicated lightguns, rear-projection displays, reproductions of car or plane cockpits and even motorcycle or horse-shaped controllers, or even highly dedicated controllers such as dancing mats and fishing rods. These accessories are usually what set modern arcade games apart from PC or console games, as they are usually too bulky, expensive and specialized to be used with typical home PCs and consoles.

Thursday, September 18, 2008

Domino and Tile games

Domino games are similar in many respects to card games, but the generic device is instead a set of tiles called dominoes, which traditionally each have two ends, each with a given number of dots, or "pips", and each combination of two possible end values as it appears on a tile is unique in the set. The games played with dominoes largely center around playing a domino from the player's "hand" onto the matching end of another domino, and the overall object could be to always be able to make a play, to make all open endpoints sum to a given number or multiple, or simply to play all dominoes from one's hand onto the board. Sets vary in the number of possible dots on one end, and thus of the number of combinations and pieces; the most common set historically is double-six, though in more recent times "extended" sets such as double-nine have been introduced to increase the number of dominoes available, which allows larger hands and more players in a game. Muggins, Mexican Train and Chicken Foot are very popular domino games. Texas 42 is a domino game more similar in its play to a "trick-taking" card game.

Variations of traditional dominoes abound: Triominoes are similar in theory but are triangular and thus have three values per tile. Similarly, a game known as Quad-Ominos uses four-sided tiles.

Some other games use tiles in place of cards; Rummikub is a variant of the Rummy card game family that uses tiles numbered in ascending rank among four colors, very similar to Anglo-American playing cards. Mah-Jongg is another game very similar to Rummy that uses a set of tiles derived from dominoes but influenced in concept by playing cards.

Video games

Video games are computer- or microprocessor-controlled games. Computers can create virtual tools to be used in a game between human (or simulated human) opponents, such as cards or dice, or can simulate far more elaborate worlds where mundane or fantastic things can be manipulated through gameplay.

A computer or video game uses one or more input devices, typically a button/joystick combination (on arcade games); a keyboard, mouse and/or trackball (computer games); or a controller or a motion sensitive tool. (console games). More esoteric devices such as paddle controllers have also been used for input. In computer games, the evolution of user interfaces from simple keyboard to mouse, joystick or joypad has profoundly changed the nature of game development.

There are many genres of video game; the first commercial video game, Pong, was a simple simulation of table tennis. As processing power increased, new genres such as adventure and action games were developed that involved a player guiding a character from a third person perspective through a series of obstacles. This "real-time" element cannot be easily reproduced by a board game which is generally limited to "turn-based" strategy; this advantage allows video games to simulate situations such as combat more realistically. Additionally, the playing of a video game does not require the same physical skill, strength and/or danger as a real-world representation of the game, and can provide either very realistic, exaggerated or impossible physics, allowing for elements of a fantastical nature, games involving physical violence, or simulations of sports. Lastly, a computer can, with varying degrees of success, simulate one or more human opponents in traditional table games such as chess, leading to simulations of such games that can be played by a single player.

In more open-ended computer simulations, also known as sandbox-style games, the game provides a virtual environment in which the player may be free to do whatever they like within the confines of this universe. Sometimes, there is a lack of goals or opposition, which has stirred some debate on whether these should be considered "games" or "toys". (Crawford specifically mentions Will Wright’s SimCity as an example of a toy.

Online games

From the very earliest days of networked and timeshared computers, online games have been part of the culture. Early commercial systems such as Plato were at least as widely famous for their games as for their strictly educational value. In 1958, Tennis for Two dominated Visitor's Day and drew attention to the oscilloscope at the Brookhaven National Laboratory; during the 1980s, Xerox PARC was known mainly for Maze War, which was offered as a hands-on demo to visitors.

Modern online games are played using an Internet connection; some have dedicated client programs, while others require only a web browser. Some simpler browser games appeal to demographic groups (notably women and the middle-aged) that otherwise play very few video games.

The computer game is the most established of all sectors of the emergent new media landscape. The media is transformed from the traditional way of circulating in just one way to an interactive way. This is the phenomenon that is broadening around the world of videogame. It is an obvious example of the ways in which online and offline space can be seen as ‘merged’ rather than separate.

Media audiences’ characteristic has been changing in consequence of the social changes and development. They are becoming active and interact more than ever before. The players of the game in this phenomenon are just like the social formation in our society. They are both self-regulating, creating their own social norms and subject to regulation and constraint through the code of the game and sometimes through the policing of the game by those who run it. The values that are policed vary from game to game. Many of the values encoded into game cultures reflect offline cultural values, but games also offer a chance to emphasis alternative or subjugated values in the name of fantasy and play. The players of the game at the new century are now apparently expressing their profound self through the game. When they can play with their anonymous status, they are found to be more confident to express and to step out from the position they have never been out from. It offers new experiences and pleasures based in the interactive and immersive possibilities of computer technologies.

Gameplay elements and classification

Games can be characterized by "what the player does." This is often referred to as gameplay, a term that arose among computer game designers in the 1980s but as of 2007 is starting to see use in reference to games of other forms. Major key elements identified in this context are tools and rules which define the overall context of game and which in turn produce skill, strategy, and chance.

Tools

Games are often classified by the components required to play them (e.g. miniatures, a ball, cards, a board and pieces or a computer). In places where the use of leather is well established, the ball has been a popular game piece throughout recorded history, resulting in a worldwide popularity of ball games such as rugby, basketball, football, cricket, tennis and volleyball. Other tools are more idiosyncratic to a certain region. Many countries in Europe, for instance, have unique standard decks of playing cards. Other games such as chess may be traced primarily through the development and evolution of its game pieces.

Many game tools are tokens, meant to represent other things. A token may be a pawn on a board, play money, or an intangible item such as a point scored.

Games such as hide-and-seek or tag do not utilise any obvious tool. Rather its interactivity is defined by the environment. Games with the same or similar rules may have different gameplay if the environment is altered. For example, hide-and-seek in a school building differs from the same game in a park; an auto race can be radically different depending on the track or street course, even with the same cars.

Rules

Whereas games are often characterized by their tools, they are often defined by their rules. While rules are subject to variations and changes, enough change in the rules usually results in a "new" game. For instance, baseball can be played with "real" baseballs or with wiffleballs. However, if the players decide to play with only three bases, they are arguably playing a different game.

Rules generally determine turn order, the rights and responsibilities of the players, and each player’s goals. Player rights may include when they may spend resources or move tokens. Common win conditions are being first to amass a certain quota of points or tokens (as in Settlers of Catan), having the greatest number of tokens at the end of the game (as in Monopoly), or some relationship of one’s game tokens to those of one’s opponent (as in chess's checkmate).

Skill, strategy, and chance

A game’s tools and rules will result in its requiring skill, strategy, chance or a combination thereof, and are classified accordingly.

Games of skill include games of physical skill, such as wrestling, tug of war, hopscotch, target shooting, and stake and games of mental skill such as checkers and chess. Games of strategy include checkers, chess, go, arimaa, and tic-tac-toe, and often require special equipment to play them. Games of chance include gambling games (blackjack, mah jong, roulette etc.), as well as snakes and ladders and rock, paper, scissors; most require equipment such as cards or dice. However, most games contain two or all three of these elements. For example, American football and baseball involve both physical skill and strategy while tiddlywinks, poker and Monopoly combine strategy and chance.

Single-player games

Most games require multiple players. However, single-player games are unique in respect to the type of challenges a player faces. Unlike a game with multiple players competing with or against each other to reach the game's goal, a one-player game is a battle solely against an element of the environment (an artificial opponent), against one's own skills, against time or against chance. Playing with a yo-yo or playing tennis against a wall is not generally recognised as playing a game due to the lack of any formidable opposition.

It is not valid to describe a computer game as single-player where the computer provides opposition. If the computer is merely record-keeping then the game may be validly single-player.

Many games described as 'single-player' are actually puzzles or recreations.

Games Information

Welcome to the Games Information Depot site, where you will find information about games of all kinds. I have played games of every imaginable variety for as long as I can remember. My family finds that games are a great way to enjoy each others company while keeping a friendly competitive environment at the same time. Because we enjoy games so much, I decided to develop this site to share information like rules and strategies for as many games as I can.

I hope you are able to find the information you are looking for and have a great time while you are doing it. Our first game categories are Board Games and Card Games, and the future plans are to expand beyond these into a wider selection. If you have a game that you would like to see more information about on this site, please take a moment and send us an email and I will see what we can do about gathering the information and placing it online.

As I add new pages to the site I will be placing links at the bottom of this page and also adding links to them on the Games Information Map page. I will only keep links to the main sections of the site and not every page here, but you can click on each link below to find more pages about each game.

Board Games

Card Games

Clue

Euchre

Monopoly

Spades

Stratego

Pinochle

PayDay

History, etc.

13 Dead End Drive

Bridge

Checkers

Rummy 500

Chess

Gin Rummy

Life

Canasta

History, Collecting

Whist

Casino Games

Slot Machines

Thank you for visiting the Games Information Depot site, may you have many hours of fun and excitement enjoying your games!

Because this is a general games site, I have had many people ask if I plan to include a section on casino games any time soon. While I do plan to eventually cover games offered in online casinos, it probably won't be any time soon. So if you are looking for this type of information, visit either of the links above for additional details.

I also wanted to mention the release of a new book about board games coming in early 2008. The title will be "The Little Book of Board Games" and will be available on this site as well as eventually at Amazon. It will cover 80 of the top board games and have detailed information about game ages and number of players for families looking for new games.