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Game classification

Game classification is the classification of games, forming a game taxonomy. Many different methods of classifying games exist.

Physical education edit

There are four basic approaches to classifying the games used in physical education:[1]

Game categories
This is a classification scheme proposed by Nicols, who classifies games according to three major categories: the game's physical requirements (i.e. what the game requires in addition to the players — equipment, size and nature of playing field, and so forth), the structure of the game (i.e. number of players, groupings of players, strategies, and so forth), and the game's personal requirements (i.e. what the game requires of the player — motor skills, fitness levels, numeracy, social skills, and so forth).
Games for understanding
This is a classification scheme proposed by Werner and Alomond that classifies games according to their strategies. It divides games into target games (e.g. archery); net or wall games (e.g. tennis); striking and field games (e.g. cricket); and invasion games (e.g. football).
Core content
This is a classification scheme proposed by Allison and Barrett[2] that categorizes games by their form (i.e. whether they are novel games proposed by the teacher or children, or whether they are existing games already widely played), by the movement skills that they require, by the "movement concepts" and game tactics that they require, and by the educational results of the game.
Developmental games
This is a classification scheme proposed by Gallahue and Celand that classifies games into four developmental levels, as part of an overall educational strategy of applying, reinforcing, and implementing movement and sports skills. The levels, in ascending order, are "low-level", "complex", "lead-up", and "official sports".

Video games edit

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]

Classification by causes of uncertainty edit

 
Causes of uncertainty in a game

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 edit

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.

See also edit

References edit

  1. ^ Swain, David P.; David L. Gallahue; Frances Cleland Donnelly (2003). Developmental Physical Education for Today's Children. Human Kinetics. pp. 571–573. ISBN 0-7360-3388-2.
  2. ^ Rink, J. (2001). Investigating the Assumptions of Pedagogy in Journal of Teaching in Physical Education. Vol. 20. Human Kinetics Publishers Inc. pp. 112–128.
  3. ^ Solomon, Eric (1984). Games Programming. Cambridge University Press. pp. 10–11. ISBN 0-521-27110-X.
  4. ^ Wright, John C; Huston, Aletha C; Vandewater, Elizabeth A; Bickham, David S; Scantlin, Ronda M; Kotler, Jennifer A; Caplovitz, Allison Gilman; Lee, June H; Hofferth, Sandra; Finkelstein, Jonathan (January 2001). "American children's use of electronic media in 1997". Journal of Applied Developmental Psychology. 22 (1): 31–47. doi:10.1016/S0193-3973(00)00064-2.
  5. ^ a b Strasburger, Victor C.; Wilson, Barbara J. (2002). Children, Adolescents and the Media. Sage Publications. pp. 122–123. ISBN 0-7619-2125-7.
  6. ^ Funk, Jeanne B; Buchman, Debra D (February 1995). "Video Game Controversies". Pediatric Annals. 24 (2): 91–94. doi:10.3928/0090-4481-19950201-08. ISSN 0090-4481. PMID 7724256.
  7. ^ Bewersdorff, Jörg (2004). Luck, Logic, and White Lies: The Mathematics of Games (PDF). AK Peters. p. xi. ISBN 1-56881-210-8.
  8. ^ Kastner, Hugo (January 2014). "100 Highlight among games" (PDF). WIN the Games Journal. 38 (460): 36–37. ISSN 0257-361X.

Further reading edit

  • Tveit, Amund; Gisle B. Tveit (2002). (PDF). Archived from the original (PDF) on 5 October 2003.
  • Bunker, David; Rod Thorpe; Peter Werner (1996). (PDF). The Journal of Physical Education, Recreation & Dance. 67. Archived from the original on 10 March 2004.
  • Vossen, Deborah P. (21 April 2004). (PDF). Avante. 10 (1): 75–77. Archived from the original (PDF) on 24 April 2009.
  • Lindley, C. A. (3 October 2003). "Game Taxonomies: A High Level Framework for Game Analysis and Design". Gamasutra.
  • Pivec, Maja; Anni Koubek; Claudio Dondi (2004). Guidelines for Game-Based Learning. Pabst Science Publishers. pp. 54–57. ISBN 1-59326-072-5.
  • Pape, Sebastian; Laura Dietz; Peter Tandler (2 April 2004). (PDF). Fraunhofer Integrated Publication and Information Systems Institute. Archived from the original (PDF) on 26 June 2007.
  • Hopper, Tim; Rick Bell. "Games classification system: Teaching strategic understanding and tactical awareness" (PDF). Cahperd. 66 (4): 14–19.

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For board games classification see Board game Categories Game classification is the classification of games forming a game taxonomy Many different methods of classifying games exist Contents 1 Physical education 2 Video games 3 Classification by causes of uncertainty 4 Game theory 5 See also 6 References 7 Further readingPhysical education editThere are four basic approaches to classifying the games used in physical education 1 Game categories This is a classification scheme proposed by Nicols who classifies games according to three major categories the game s physical requirements i e what the game requires in addition to the players equipment size and nature of playing field and so forth the structure of the game i e number of players groupings of players strategies and so forth and the game s personal requirements i e what the game requires of the player motor skills fitness levels numeracy social skills and so forth Games for understanding This is a classification scheme proposed by Werner and Alomond that classifies games according to their strategies It divides games into target games e g archery net or wall games e g tennis striking and field games e g cricket and invasion games e g football Core content This is a classification scheme proposed by Allison and Barrett 2 that categorizes games by their form i e whether they are novel games proposed by the teacher or children or whether they are existing games already widely played by the movement skills that they require by the movement concepts and game tactics that they require and by the educational results of the game Developmental games This is a classification scheme proposed by Gallahue and Celand that classifies games into four developmental levels as part of an overall educational strategy of applying reinforcing and implementing movement and sports skills The levels in ascending order are low level complex lead up and official sports Video games editThere 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 Classification by causes of uncertainty edit nbsp Causes of uncertainty in a game Games can be categorized by the source of uncertainty which confront the players 7 8 Chance Combinatorics a large number of sequences of moves Different states of information among the players each player knows only his own cards Based on these three causes three classes of games arise Combinatorial games Games of bluffing and strategy Games of chanceGame theory editMain article Game theory Game types 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 See also edit nbsp Games portal nbsp Wikimedia Commons has media related to Game Main article Outline of games Entertainment Software Rating Board Game of skill and Game of chance another classification scheme Video game genreReferences edit Swain David P David L Gallahue Frances Cleland Donnelly 2003 Developmental Physical Education for Today s Children Human Kinetics pp 571 573 ISBN 0 7360 3388 2 Rink J 2001 Investigating the Assumptions of Pedagogy in Journal of Teaching in Physical Education Vol 20 Human Kinetics Publishers Inc pp 112 128 Solomon Eric 1984 Games Programming Cambridge University Press pp 10 11 ISBN 0 521 27110 X Wright John C Huston Aletha C Vandewater Elizabeth A Bickham David S Scantlin Ronda M Kotler Jennifer A Caplovitz Allison Gilman Lee June H Hofferth Sandra Finkelstein Jonathan January 2001 American children s use of electronic media in 1997 Journal of Applied Developmental Psychology 22 1 31 47 doi 10 1016 S0193 3973 00 00064 2 a b Strasburger Victor C Wilson Barbara J 2002 Children Adolescents and the Media Sage Publications pp 122 123 ISBN 0 7619 2125 7 Funk Jeanne B Buchman Debra D February 1995 Video Game Controversies Pediatric Annals 24 2 91 94 doi 10 3928 0090 4481 19950201 08 ISSN 0090 4481 PMID 7724256 Bewersdorff Jorg 2004 Luck Logic and White Lies The Mathematics of Games PDF AK Peters p xi ISBN 1 56881 210 8 Kastner Hugo January 2014 100 Highlight among games PDF WIN the Games Journal 38 460 36 37 ISSN 0257 361X Further reading editTveit Amund Gisle B Tveit 2002 Game Usage Mining Information Gathering for Knowledge Discovery in Massive Multiplayer Games PDF Archived from the original PDF on 5 October 2003 Bunker David Rod Thorpe Peter Werner 1996 Teaching Games for Understanding Evolution of a Model PDF The Journal of Physical Education Recreation amp Dance 67 Archived from the original on 10 March 2004 Vossen Deborah P 21 April 2004 The Nature and Classification of Games PDF Avante 10 1 75 77 Archived from the original PDF on 24 April 2009 Lindley C A 3 October 2003 Game Taxonomies A High Level Framework for Game Analysis and Design Gamasutra Pivec Maja Anni Koubek Claudio Dondi 2004 Guidelines for Game Based Learning Pabst Science Publishers pp 54 57 ISBN 1 59326 072 5 Pape Sebastian Laura Dietz Peter Tandler 2 April 2004 Single Display Gaming Examining Collaborative Games for Multi User Tabletops PDF Fraunhofer Integrated Publication and Information Systems Institute Archived from the original PDF on 26 June 2007 Hopper Tim Rick Bell Games classification system Teaching strategic understanding and tactical awareness PDF Cahperd 66 4 14 19 Retrieved from https en wikipedia org w index php title Game classification amp oldid 1177742550, wikipedia, wiki, book, books, library,

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