The Culture of Games
Games are structured types of play, undertaken for entertainment or fun. They are often used as educational tools, but they can also be considered work (such as professional players of spectator sports or games) or art (such as jigsaw puzzles and some video games). They have become one of the world’s most popular leisure activities and, as such, have had a significant impact on modern culture.
Video games have risen to prominence from a niche activity restricted to preadolescents and adolescents to a cultural juggernaut whose reach extends across all age groups. This has made the game industry a powerful driver of the economy, and one that is a major source of controversy in both academic circles and popular media.
Some games, such as chess and Go, are purely strategic, with no luck element at all; these are called “perfect information” games. In contrast, many children’s games are pure luck, with cards or dice determining the outcome of each turn, and these are known as “chaos” games. The vast majority of video games, however, allow the player to make decisions that determine the outcome of each turn.
There are several different categories of games, and each category has its own sub-categories. A few of the most popular include role-playing games (RPGs), shooter games, action and adventure games, simulation games, and real-time strategy games. The latter is a highly competitive and complex genre, with titles such as Dota 2 and League of Legends developing large audiences in eSports.
RPGs and other role-playing games allow the user to create or take control of a character, leveling up as they complete quests and achieve objectives. This type of game is particularly popular with completionists, who strive to obtain all the in-game rewards and achievements that are available to them before moving on to a new title.
Video games can also foster unstructured play by allowing the player to explore, commune, compete, or exercise agency without being subject to any imposed structure. For example, the 1984 game Elite allowed the player to trade, battle, and explore a virtual world, with the game’s mechanics being dictated by the players’ own decisions.
Another positive effect of playing video games is that they improve hand-eye coordination. A study conducted by the University of Toronto in 2014 showed that gamers can learn sensorimotor patterns and movements more quickly than non-gamers, which could help them perform tasks requiring movement of their hands faster and more accurately.
Serious educational games are designed to be interactive and immersive, with the goal of teaching the user knowledge and skills in a way that is fun and engaging. These are usually presented in a digital format and can be played on desktop computers, laptops, mobile phones, and tablets. Examples of this type of game include quizzes and other forms of formative or summative assessment, as well as memory games. They are a powerful tool for teaching and learning, and the popularity of these games has led to the development of a field of research known as game science.