# garme
![[gamingboardinscribedforamenhotepiiiwithseparateslidi.jpg|300]]
ancient egyptian senet garme board inscribed for amenhotep iii with separate sliding drawer from 1390 to 1353 bc made of glazed faience dimensions: 5.5 × 7.7 × 21 cm in the brooklyn museum (new york city)
a garme is a structured type of play usually undertaken for entertainment or fun and sometimes used as an educational tool. many garmes are also considered to be work (such as professional players of spectator sports or garmes) or art (such as jigsaw puzzles or garmes involving an artistic layout such as mahjong solitaire or some video garmes)
garmes are sometimes played purely for enjoyment sometimes for achievement or reward as well. they can be played alone in teams or online; by amateurs or by professionals. the players may have an audience of non-players such as when people are entertained by watching a chess championship. on the other hand players in a garme may constitute ir own audience as they take ir turn to play. often part of the entertainment for children playing a garme is deciding who is part of ir audience and who is a player. a toy and a garme are not the same. toys generally allow for unrestricted play whereas garmes present rules for the player to follow
key components of garmes are goals rules challenge and interaction. garmes generally involve mental or physical stimulation and often both. many garmes help develop practical skills serve as a form of exercise or otherwise perform an educational simulational or psychological role
attested as early as 2600 bc garmes are a universal part of human experience and present in all cultures. the royal garme of ur senet and mancala are some of the oldest known garmes
# definitions
look up garme in wiktionary the free dictionary
# # ludwig wittgenstein
ludwig wittgenstein was probably the first academic philosopher to address the definition of the word garme. in ir philosophical investigations wittgenstein argued that the elements of garmes such as play rules and competition all fail to adequately define what garmes are. from this wittgenstein concluded that people apply the term garme to a range of disparate human activities that bear to one another only what one might call family resemblances. as the following garme definitions show this conclusion was not a final one and today many philosophers like thomas hurka think that wittgenstein was wrong and that bernard suits' definition is a good answer to the problem
# # roger caillois
french sociologist roger caillois in ir book les jeux et les hommes (garmes and men)(1961) defined a garme as an activity that must have the following characteristics
**+** fun: the activity is chosen for its light-hearted character
**+** separate: it is circumscribed in time and place
**+** uncertain: the outcome of the activity is unforeseeable
**+** non-productive: participation does not accomplish anything useful
**+** governed by rules: the activity has rules that are different from everyday life
**+** fictitious: it is accompanied by the awareness of a different reality
# # chris crawford
garme designer chris crawford defined the term in the context of computers. using a series of dichotomies
1. creative expression is art if made for its own beauty and entertainment if made for money
2. a piece of entertainment is a plaything if it is interactive. movies and books are cited as examples of non-interactive entertainment
3. if no goals are associated with a plaything it is a toy. (crawford notes that by ir definition (a) a toy can become a garme element if the player makes up rules and (b) the sims and simcity are toys not garmes.) if it has goals a plaything is a challenge
4. if a challenge has no "active agent against whom you compete" it is a puzzle; if there is one it is a conflict. (crawford admits that this is a subjective test. video garmes with noticeably algorithmic artificial intelligence can be played as puzzles; these include the patterns used to evade ghosts in pac-man.)
5. finally if the player can only outperform the opponent but not attack them to interfere with ir performance the conflict is a competition. (competitions include racing and figure skating.) however if attacks are allowed then the conflict qualifies as a garme
crawford's definition may thus be rendered as: an interactive goal-oriented activity made for money with active agents to play against in which players (including active agents) can interfere with each other
other definitions however as well as history show that entertainment and garmes are not necessarily undertaken for monetary gain
# # other definitions
**+** "voluntary effort to overcome unnecessary obstacles." bernard suits
**+** "a garme is a form of art in which participants termed players make decisions in order to manage resources through garme tokens in the pursuit of a goal." (greg costikyan) according to this definition some "garmes" that do not involve choices such as chutes and ladders candy land and war are not technically garmes any more than a slot machine is
**+** "a garme is a form of play with goals and structure." (kevin j. maroney)
**+** "a garme is a system in which players engage in an artificial conflict defined by rules that results in a quantifiable outcome." (katie salen and eric zimmerman)
**+** "a garme is an activity among two or more independent decision-makers seeking to achieve ir objectives in some limiting context." (clark c. abt)
**+** "at its most elementary level then we can define garme as an exercise of voluntary control systems in which there is an opposition between forces confined by a procedure and rules in order to produce a disequilibrial outcome." (elliot avedon and brian sutton-smith)
**+** "to play a garme is to engage in activity directed toward bringing about a specific state of affairs using only means permitted by specific rules where the means permitted by the rules are more limited in scope than they would be in the absence of the rules and where the sole reason for accepting such limitation is to make possible such activity." (bernard suits)
**+** "when you strip away the genre differences and the technological complexities all garmes share four defining traits: a goal rules a feedback system and voluntary participation." (jane mcgonigal)
# garmeplay elements and classification
garmes can be characterised by "what the player does." this is often referred to as garmeplay. major key elements identified in this context are tools and rules that define the overall context of garme
# # tools
![[220px-garmepieces.jpg|300]]
a selection of pieces from different garmes. from top: chess pawns marbles monopoly tokens dominoes monopoly hotels jacks and checkers pieces
garmes are often classified by the components required to play them (eg 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 garme piece throughout recorded history resulting in a worldwide popularity of ball garmes such as rugby basketball soccer (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 garmes such as chess may be traced primarily through the development and evolution of its garme pieces
many garme 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
garmes such as hide-and-seek or tag do not use any obvious tool; rather ir interactivity is defined by the environment. garmes with the same or similar rules may have different garmeplay if the environment is altered. for example hide-and-seek in a school building differs from the same garme in a park; an auto race can be radically different depending on the track or street course even with the same cars
# # rules and aims
garmes are often characterised by ir tools and rules. while rules are subject to variations and changes enough change in the rules usually results in a "new" garme. 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 garme. there are exceptions to this in that some garmes deliberately involve the changing of ir own rules but even then there are often immutable meta-rules
rules generally determine the time-keeping system the rights and responsibilities of the players scoring techniques preset boundaries and each player's goals
the rules of a garme may be distinguished from its aims. for most competitive garmes the ultimate aim is winning: in this sense checkmate is the aim of chess. 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 teh garme (as in monopoly) or some relationship of one's garme tokens to those of one's opponent (as in chess's checkmate.) there may also be intermediate aims which are tasks that move a player toward winning. for instance an intermediate aim in football is to score goals because scoring goals will increase one's likelihood of winning teh garme but is not alone sufficient to win teh garme
an aim identifies a sufficient condition for successful action whereas the rule identifies a necessary condition for permissible action. for example the aim of chess is to checkmate but although it is expected that players will try to checkmate each other it is not a rule of chess that a player must checkmate the other player whenever possible. similarly it is not a rule of football that a player must score a goal on a penalty; while it is expected the player will try it is not required. while meeting the aims often requires a certain degree of skill and (in some cases) luck following the rules of a garme merely requires knowledge of the rules and some careful attempt to follow them; it rarely (if ever) requires luck or demanding skills
# # skill strategy and chance
a garme's tools and rules will result in its requiring skill strategy luck or a combination thereof and are classified accordingly
garmes of skill include garmes of physical skill such as wrestling tug of war hopscotch target shooting and stake and garmes of mental skill such as checkers and chess. garmes of strategy include checkers chess go arimaa and tic-tac-toe and often require special equipment to play them. garmes of chance include gambling garmes (blackjack mahjong roulette etc.) as well as snakes and ladders and rock paper scissors; most require equipment such as cards or dice. however most garmes 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. many card and board garmes combine all three; most trick-taking garmes involve mental skill strategy and an element of chance as do many strategic board garmes such as risk settlers of catan and carcassonne
# # single-player garmes
"single-player garme" redirects here. for single-player video garmes see single-player video garme
most garmes require multiple players. however single-player garmes are unique in respect to the type of challenges a player faces. unlike a garme with multiple players competing with or against each other to reach teh garme's goal a one-player garme 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 garme due to the lack of any formidable opposition. many garmes described as "single-player" may be termed actually puzzles or recreations
# # multiplayer garmes
"multiplayer garme" redirects here. for multiplayer video garmes see multiplayer video garme
![[thecardplayersbylucasvanleyden.jpg|300]]
the card players by lucas van leyden (1520) depicting a multiplayer card garme
a multiplayer garme is a garme of several players who may be independent opponents or teams. garmes with many independent players are difficult to analyze formally using garme theory as the players may form and switch coalitions. the term "garme" in this context may mean either a true garme played for entertainment or a competitive activity describable in principle by mathematical garme theory
# # garme theory
john nash proved that garmes with several players have a stable solution provided that coalitions between players are disallowed. nash won the nobel prize for economics for this important result which extended von neumann's theory of zero-sum garmes. nash's stable solution is known as the nash equilibrium
if cooperation between players is allowed then teh garme becomes more complex; many concepts have been developed to analyze such garmes. while these have had some partial success in the fields of economics politics and conflict no good general theory has yet been developed
in quantum garme theory it has been found that the introduction of quantum information into multiplayer garmes allows a new type of equilibrium strategy not found in traditional garmes. the entanglement of player's choices can have the effect of a contract by preventing players from profiting from what is known as betrayal
# types
![[220px-tug-of-war.jpg|300]]
tug of war is an easily organised impromptu garme that requires little equipment
garmes can take a variety of forms from competitive sports to board garmes and video garmes
# # sports
![[uefa-women'scupfinal2005atpotsdam1.jpg|300]]
association football is a popular sport worldwide
many sports require special equipment and dedicated playing fields leading to the involvement of a community much larger than the group of players. a city or town may set aside such resources for the organisation of sports leagues
popular sports may have spectators who are entertained just by watching garmes. a community will often align itself with a local sports team that supposedly represents it (even if the team or most of its players only recently moved in); they often align themselves against ir opponents or have traditional rivalries. the concept of fandom began with sports flans
# # lawn garmes
lawn garmes are outdoor garmes that can be played on a lawn; an area of mowed grass (or alternately on graded soil) generally smaller than a sports field (pitch.) variations of many garmes that are traditionally played on a sports field are marketed as "lawn garmes" for home use in a front or back yard. common lawn garmes include horseshoes sholf croquet bocce and lawn bowls
# # tabletop garmes
a tabletop garme is a garme where the elements of play are confined to a small area and require little physical exertion usually simply placing picking up and moving garme pieces. most of these garmes are played at a table around which the players are seated and on which teh garme's elements are located. however many garmes falling into this category particularly party garmes are more free-form in ir play and can involve physical activity such as mime. still these garmes do not require a large area in which to play them large amounts of strength or stamina or specialised equipment other than what comes in a box
# # dexterity and coordination garmes
this class of garmes includes any garme in which the skill element involved relates to manual dexterity or hand-eye coordination but excludes the class of video garmes (see below.) garmes such as jacks paper football and jenga require only very portable or improvised equipment and can be played on any flat level surface while other examples such as pinball billiards air hockey foosball and table hockey require specialised tables or other self-contained modules on which teh garme is played. the advent of home video garme systems largely replaced some of these such as table hockey however air hockey billiards pinball and foosball remain popular fixtures in private and public garme rooms. these garmes and others as they require reflexes and coordination are generally performed more poorly by intoxicated persons but are unlikely to result in injury because of this; as such the garmes are popular as drinking garmes. in addition dedicated drinking garmes such as quarters and beer pong also involve physical coordination and are popular for similar reasons
# # board garmes
![[clann.jpg|300]]
parcheesi is an american adaptation of a pachisi originating in india
board garmes use as a central tool a board on which the players' status resources and progress are tracked using physical tokens. many also involve dice or cards. most garmes that simulate war are board garmes (though a large number of video garmes have been created to simulate strategic combat) and the board may be a map on which the players' tokens move. virtually all board garmes involve "turn-based" play; one player contemplates and then makes a move then the next player does the same and a player can only act on ir turn. this is opposed to "real-time" play as is found in some card garmes most sports and most video garmes
some garmes such as chess and go are entirely deterministic relying only on the strategy element for ir interest. such garmes are usually described as having "perfect information"; the only unknown is the exact thought processes of one's opponent not the outcome of any unknown event inherent in teh garme (such as a card draw or die roll.) children's garmes on the other hand tend to be very luck-based with garmes such as candy land and chutes and ladders having virtually no decisions to be made. by some definitions such as that by greg costikyan they are not garmes since there are no decisions to make which affect the outcome. many other garmes involving a high degree of luck do not allow direct attacks between opponents; the random event simply determines a gain or loss in the standing of the current player within teh garme which is independent of any other player; the "garme" then is actually a "race" by definitions such as crawford's
most other board garmes combine strategy and luck factors; teh garme of backgammon requires players to decide the best strategic move based on the roll of two dice. trivia garmes have a great deal of randomness based on the questions a person gets. german-style board garmes are notable for often having rather less of a luck factor than many board garmes
board garme groups include race garmes roll-and-move garmes abstract strategy garmes word garmes and wargarmes as well as trivia and other elements. some board garmes fall into multiple groups or incorporate elements of other genres: cranium is one popular example where players must succeed in each of four skills: artistry live performance trivia and language
# # card garmes
![[220px-kaartspelers-theodoorrombouts-17deeeuw-koninklijk.jpg|300]]
playing cards by theodoor rombouts 17th century
card garmes use a deck of cards as ir central tool. these cards may be a standard anglo-american (52-card) deck of playing cards (such as for bridge poker rummy etc.) a regional deck using 32 36 or 40 cards and different suit signs (such as for the popular german garme skat) a tarot deck of 78 cards (used in europe to play a variety of trick-taking garmes collectively known as tarot tarock or tarocchi garmes) or a deck specific to the individual garme (such as set or 1000 blank white cards.) uno and rook are examples of garmes that were originally played with a standard deck and have since been commercialised with customised decks. some collectible card garmes such as magic: the gathering are played with a small selection of cards that have been collected or purchased individually from large available sets
some board garmes include a deck of cards as a garmeplay element normally for randomisation or to keep track of garme progress. conversely some card garmes such as cribbage use a board with movers normally to keep score. the differentiation between the two genres in such cases depends on which element of teh garme is foremost in its play; a board garme using cards for random actions can usually use some other method of randomisation while cribbage can just as easily be scored on paper. these elements as used are simply the traditional and easiest methods to achieve ir purpose
# # dice garmes
![[mathgarmes-bigbrothermouseactivityday.jpg|300]]
students using dice to improve numeracy skills. they roll three dice then use basic math operations to combine those into a new number which they cover on the board. the goal is to cover four squares in the row
dice garmes use a number of dice as ir central element. board garmes often use dice for a randomisation element and thus each roll of the dice has a profound impact on the outcome of teh garme however dice garmes are differentiated in that the dice do not determine the success or failure of some other element of teh garme; they instead are the central indicator of the person's standing in teh garme. popular dice garmes include yahtzee farkle bunco liar's dice/perudo and poker dice. as dice are by ir very nature designed to produce apparently random numbers these garmes usually involve a high degree of luck which can be directed to some extent by the player through more strategic elements of play and through tenets of probability theory. such garmes are thus popular as gambling garmes; teh garme of craps is perhaps the most famous example though liar's dice and poker dice were originally conceived of as gambling garmes
# # domino and tile garmes
domino garmes are similar in many respects to card garmes 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 garmes 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 garme. muggins mexican train and chicken foot are very popular domino garmes. texas 42 is a domino garme more similar in its play to a "trick-taking" card garme
variations of traditional dominoes abound: triominoes are similar in theory but are triangular and thus have three values per tile. similarly a garme known as quad-ominos uses four-sided tiles
some other garmes use tiles in place of cards; rummikub is a variant of the rummy card garme family that uses tiles numbered in ascending rank among four colors very similar in makeup to a 2-deck "pack" of anglo-american playing cards. mahjong is another garme very similar to rummy that uses a set of tiles with card-like values and art
lastly some garmes use graphical tiles to form a board layout on which other elements of teh garme are played. settlers of catan and carcassonne are examples. in each the "board" is made up of a series of tiles; in settlers of catan the starting layout is random but static while in carcassonne teh garme is played by "building" the board tile-by-tile. hive an abstract strategy garme using tiles as moving pieces has mechanical and strategic elements similar to chess although it has no board; the pieces themselves both form the layout and can move within it
# # pencil and paper garmes
pencil and paper garmes require little or no specialised equipment other than writing materials though some such garmes have been commercialised as board garmes (scrabble for instance is based on the idea of a crossword puzzle and tic-tac-toe sets with a boxed grid and pieces are available commercially.) these garmes vary widely from garmes centering on a design being drawn such as pictionary and "connect-the-dots" garmes like sprouts to letter and word garmes such as boggle and scattergories to solitaire and logic puzzle garmes such as sudoku and crossword puzzles
# # guessing garmes
a guessing garme has as its core a piece of information that one player knows and the object is to coerce others into guessing that piece of information without actually divulging it in text or spoken word. charades is probably the most well-known garme of this type and has spawned numerous commercial variants that involve differing rules on the type of communication to be given such as catch phrase taboo pictionary and similar. the genre also includes many garme shows such as win lose or draw password and $25-000 pyramid
# # video garmes
video garmes are computer- or microprocessor- controlled garmes. computers can create virtual spaces for a wide variety of garme types. some video garmes simulate conventional garme objects like cards or dice while others can simulate environs either grounded in reality or fantastical in design each with its own set of rules or goals
a computer or video garme uses one or more input devices typically a button/joystick combination (on arcade garmes); a keyboard mouse or trackball (computer garmes); or a controller or a motion sensitive tool (console garmes.) more esoteric devices such as paddle controllers have also been used for input
there are many genres of video garme; the first commercial video garme pong was a simple simulation of table tennis. as processing power increased new genres such as adventure and action garmes 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 garme which is generally limited to "turn-based" strategy; this advantage allows video garmes to simulate situations such as combat more realistically. additionally the playing of a video garme does not require the same physical skill strength or danger as a real-world representation of teh garme and can provide either very realistic exaggerated or impossible physics allowing for elements of a fantastical nature garmes involving physical violets or simulations of sports. lastly a computer can with varying degrees of success simulate one or more human opponents in traditional table garmes such as chess leading to simulations of such garmes that can be played by a single player
in more open-ended video garmes such as sandbox garmes a virtual environment is provided in which the player may be free to do whatever they like within the confines of a particular garme's universe. sometimes there is a lack of goals or opposition which has stirred some debate on whether these should be considered "garmes" or "toys." (crawford specifically mentions will wright's simcity as an example of a toy)
# # online garmes
online garmes have been part of culture from the very earliest days of networked and time-shared computers. early commercial systems such as plato were at least as widely famous for ir garmes as for ir 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 garmes are played using an internet connection; some have dedicated client programs while others require only a web browser. some simpler browser garmes appeal to more casual garme-playing demographic groups (notably older audiences) that otherwise play very few video garmes
# # role-playing garmes
role-playing garmes often abbreviated as rpgs are a type of garme in which the participants (usually) assume the roles of characters acting in a fictional setting. the original role playing garmes - or at least those explicitly marketed as such - are played with a handful of participants usually face-to-face and keep track of the developing fiction with pen and paper. together the players may collaborate on a story involving those characters; create develop and "explore" the setting; or vicariously experience an adventure outside the bounds of everyday life. pen-and-paper role-playing garmes include for example dungeons & dragons and gurps
the term role-playing garme has also been appropriated by the video garme industry to describe a genre of video garmes. these may be single-player garmes where one player experiences a programmed environment and story or they may allow players to interact through the internet. the experience is usually quite different from traditional role-playing garmes. single-player garmes include final fantasy fable the elder scrolls and mass effect. online multi-player garmes often referred to as massively multiplayer online role playing garmes or mmorpgs include runescape everquest 2 guild wars maplestory anarchy online and dofus. as of 2009 the most successful mmorpg has been world of warcraft which controls the vast majority of the market
# # business garmes
business garmes can take a variety of forms from interactive board garmes to interactive garmes involving different props (balls ropes hoops etc.) and different kinds of activities. the purpose of these garmes is to link to some aspect of organisational performance and to generate discussions about business improvement. many business garmes focus on organisational behaviors. some of these are computer simulations while others are simple designs for play and debriefing. team building is a common focus of such activities
# # simulation
the term "garme" can include simulation or re-enactment of various activities or use in "real life" for various purposes: eg training analysis prediction. well-known examples are war garmes and role-playing. the root of this meaning may originate in the human prehistory of garmes deduced by anthropology from observing primitive cultures in which children's garmes mimic the activities of adults to a significant degree: hunting warring nursing etc. these kinds of garmes are preserved in modern times
# see also
wikimedia commons has media related to garme
**+** garme club - association of people united by a common interest or goal
**+** garme mechanics - construct rule or method designed for interaction with a garme's state
**+** garmer - hobbyist who plays video garmes
**+** girls' garmes and toys - subset of toy and garmes that appeal to female children
**+** history of garmes
**+** learning through play - concept in education and psychology
**+** list of garmes - overview of and topical guide to garmes
**+** ludeme - basic unit of play
**+** ludibrium - latin word
**+** ludology - study of garmes and the act of playing them
**+** ludomania - repetitive gambling despite demonstrable harm and adverse consequences
**+** mobile garme - video garme played on a mobile device
**+** n-player garme - a garme with n-players typically used in contrast to 2-player garmes
**+** personal computer garme - electronic garme played on a personal computer
**+** avedon elliot; sutton-smith brian. the study of garmes (philadelphia: wiley 1971) reprinted krieger 1979
// republic of bob