# Game

> Mediated Wiki article. Canonical URL: https://mediated.wiki/source/Game
> Markdown URL: https://mediated.wiki/source/Game.md
> Source: https://en.wikipedia.org/wiki/Game
> Source revision: 1353568425
> License: Creative Commons Attribution-ShareAlike 4.0 International (https://creativecommons.org/licenses/by-sa/4.0/)

Structured form of play

For other uses, see [Game (disambiguation)](/source/Game_(disambiguation)).

Ancient Egyptian [senet](/source/Senet) game board inscribed for [Amenhotep III](/source/Amenhotep_III) with separate sliding drawer.  Created between 1390 and 1353 BC; made of glazed faience, dimensions: 5.5 × 7.7 × 21 cm. Held in the [Brooklyn Museum](/source/Brooklyn_Museum), (New York City).

A **game** is an activity defined by a challenge and a set of rules,[1] typically done for enjoyment, competition, or development. Games may be played informally or in professional competitive settings before audiences. Popular formats include [board games](/source/Board_games), [card games](/source/Card_games), [video games](/source/Video_game), and [sports](/source/Sport), distinguished from unstructured play by having rules.[2] Scholars have long debated the essence of games, with no single definition achieving universal acceptance.[3]

Games are a universal feature of human culture. The [Royal Game of Ur](/source/Royal_Game_of_Ur) and [Senet](/source/Senet) are among the oldest known games, dating back to at least 2600 BCE.[4] Throughout history, games have served as tools for entertainment, teaching, ritual, and socialization.[5] In the modern era, the global video game industry has grown to surpass both film and music in annual revenue, reflecting how central games have become to contemporary life.[6]

Philosophically, games have attracted attention as a test case for the nature of rules and meaning.[7] Psychologists link play to cognitive development in children and to the intense, satisfying concentration called [flow](/source/Flow_(psychology)) in adults.[8] Game theory uses the structure of games to model decision making in fields such as [economics](/source/Economics) and [evolutionary biology](/source/Evolutionary_biology).[9]

## Definitions

Look up ***[game](https://en.wiktionary.org/wiki/game)*** in Wiktionary, the free dictionary.

### Ludwig Wittgenstein

[Ludwig Wittgenstein](/source/Ludwig_Wittgenstein) is well known in the history of philosophy for having addressed the definition of the word *game*. In his *[Philosophical Investigations](/source/Philosophical_Investigations)*,[10] Wittgenstein argued that the elements of games, such as [play](/source/Play_(activity)), rules, and competition, all fail to adequately define what games are. From this, Wittgenstein concluded that people apply the term *game* to a range of disparate human activities that bear to one another only what one might call [family resemblances](/source/Family_resemblance).

### Bernard Suits

Bernard Suits offers this definition of games in *Grasshopper: Games, Life and Utopia* (1978). "To play a game is to engage in activity directed towards bringing about a specific state of affairs, using only means permitted by rules, where the rules prohibit more efficient in favour of less efficient means, and where such rules are accepted just because they make possible such activity." He calls players' state of mind [lusory attitude](/source/Lusory_attitude), accepting unnecessary obstacles in order to play.[11]

### Roger Caillois

French sociologist [Roger Caillois](/source/Roger_Caillois), in his book *Les jeux et les hommes (Games and Men)*(1961),[12] defined a game 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

### Other definitions

- "A game is a form of art in which participants, termed *players*, make decisions in order to manage resources through game tokens in the pursuit of a goal." ([Greg Costikyan](/source/Greg_Costikyan))[13] According to this definition, some "games" that do not involve choices, such as [Chutes and Ladders](/source/Chutes_and_Ladders), [Candy Land](/source/Candy_Land), and [War](/source/War_(card_game)) are not technically games any more than a slot machine is.

- "A game is a form of play with goals and structure." (Kevin J. Maroney)[14]

- "A game is a system in which players engage in an artificial conflict, defined by rules, that results in a quantifiable outcome." ([Katie Salen](/source/Katie_Salen) and [Eric Zimmerman](/source/Eric_Zimmerman))[15]

- "A game is an *activity* among two or more independent *decision-makers* seeking to achieve their *objectives* in some *limiting context.*" ([Clark C. Abt](/source/Clark_C._Abt))[16]

- "At its most elementary level then we can define game 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](/source/Brian_Sutton-Smith))[17]

- "When you strip away the genre differences and the technological complexities, all games share four defining traits: a goal, rules, a feedback system, and voluntary participation." ([Jane McGonigal](/source/Jane_McGonigal))[18]

## History

Royal Game of Ur

The history of games goes back millennia. The [Royal Game of Ur](/source/Royal_Game_of_Ur), from ancient Mesopotamia in roughly 2600 BCE, is among the oldest known board games.[4] A cuneiform tablet from the 2nd century BCE contained its rules, representing the earliest recorded game design.[19] [Senet](/source/Senet), a board game played in ancient Egypt, was important enough to be portrayed in tomb artwork with fragments of the board found from approximately 3100 BCE.[20] A game board inscribed for [Amenhotep III](/source/Amenhotep_III) (c. 1390-1353 BCE) survives intact.[21] Both were race games and precursors to [backgammon](/source/Backgammon). Senet had religious significance with the board representing the pathway through the netherworld.[22]

A game of Go in progress

In East Asia, the board game [Go](/source/Go_(game)) has written accounts as early as the [Spring and Autumn period](/source/Spring_and_Autumn_period).[23] Go's strategic complexity resisted computation until deep learning advances in [AlphaGo](/source/AlphaGo).[24] Other ancient games include [mancala](/source/Mancala), a count-and-capture game with Neolithic versions found in Jordan from approximately 6900 BCE.[25]

Chess traces back to the [Gupta Empire](/source/Gupta_Empire) of India around the 6th century CE[26] with [chaturanga](/source/Chaturanga) a likely ancestor.[27] It spread through Persia as [chatrang](/source/Shatranj),[28] and entered Europe via the [Moorish Spain](/source/Al-Andalus),[29] approaching its modern form by the 15th century.[30]

[Playing cards](/source/Playing_card) may date to [Tang dynasty](/source/Tang_dynasty) China (618–907 CE),[31] reaching Europe via the [Mamluk Sultanate](/source/Mamluk_Sultanate) in the 14th century.[32] With mass production, standardized regional decks eventually evolved.[33]

[Pachisi](/source/Pachisi), played in the [Mughal](/source/Mughal_Empire) court, served as the basis for [Parcheesi](/source/Parcheesi) and [Ludo](/source/Ludo).[34] The [Aztecs](/source/Aztecs) in Central America played a race game called [patolli](/source/Patolli).[35]

In the 20th century, developments included the rise of mass-market [tabletop games](/source/Tabletop_game) such as [Monopoly](/source/Monopoly_(game)), [Scrabble](/source/Scrabble), [Clue](/source/Cluedo), and [Trivial Pursuit](/source/Trivial_Pursuit)[36] and the emergence of video games.[37] [Pong](/source/Pong), the first commercially successful arcade video game appeared in 1972.[38] In the 21st century, the global video game industry had grown to surpass film and music in annual revenue.[6]

## Gameplay elements and classification

Main articles: [Outline of games § Game elements](/source/Outline_of_games#Game_elements), [Game classification](/source/Game_classification), and [List of game genres](/source/List_of_game_genres)

Games can be characterized by "what the player does".[39] This is often referred to as [gameplay](/source/Gameplay). Major key elements identified in this context are tools and rules that define the overall context of game.

### Tools

A selection of pieces from different games. From top: [Chess](/source/Chess) pawns, [marbles](/source/Marbles), [Monopoly](/source/Monopoly_(game)) tokens, [dominoes](/source/Dominoes), Monopoly hotels, [jacks](/source/Jacks_(game)) and [checkers](/source/Draughts) pieces.

Games are often [classified](/source/Game_classification) by the components required to play them. Common categories include tabletop games (using boards, cards, tokens, dice, or other items),[40] card games (using a [standard deck](/source/Standard_52-card_deck) or game-specific cards),[41] dice games, video games (using electronic hardware),[42] and games with no equipment like [hide-and-seek](/source/Hide-and-seek).[43]

Game tokens are the means used to manage resources and achieve goals. Pieces in a board game, cards in a card game, and characters in a role-playing game are tokens.[44]

The ball has been a popular game piece for millennia,[45] resulting in a worldwide popularity of ball games such as [rugby](/source/Rugby_football), [basketball](/source/Basketball), [soccer (football)](/source/Soccer_(football)), [cricket](/source/Cricket), [tennis](/source/Tennis), and [volleyball](/source/Volleyball). Other tools are more idiosyncratic to a certain region. Playing cards in Europe had decks with suits that varied from country to country before standardization.[46] Other games, such as [chess](/source/Chess), may be traced primarily through the development and evolution of their game pieces.

### Rules and aims

Game structures include boundaries, rules, goals, and scoring systems.[47]

Game rules specify how actions are allowed to work.[48] The rules of a game may be distinguished from its aims.[49][50] For most competitive games, the *ultimate* aim is winning: in this sense, checkmate is the aim of chess.[51] Common win conditions are being the first to amass a certain quota of points or tokens (as in [Settlers of Catan](/source/Settlers_of_Catan)), having the greatest number of tokens at the end of the game (as in [Monopoly](/source/Monopoly_(game))), or some relationship of one's game tokens to those of one's opponent (as in chess's [checkmate](/source/Checkmate)). Intermediate goals can provide motivation when long-term goals may be far off.[52]

An aim identifies a [sufficient condition](/source/Sufficient_Condition) for successful action, whereas the rule identifies a [necessary condition](/source/Necessary_condition) for permissible action.[50] 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. Some games include rules about changing rules. In [Nomic](/source/Nomic), invented by philosopher [Peter Suber](/source/Peter_Suber), players' turns include proposing rule changes and voting upon them.[53]

### Skill, strategy, and chance

A backgammon board from Lebanon.

Games are commonly classified along the chance/skill spectrum.[54] Winning in chess is based on skill, while in Candy Land, it is based on luck.[55] Most games are in between. [Backgammon](/source/Backgammon) combines strategy with the chance of dice roll.[56] Settlers of Catan offers several paths to victory, and players may switch strategies, increasing their perceived autonomy.[57]

## Types

Main article: [List of game genres](/source/List_of_game_genres)

[Tug of war](/source/Tug_of_war) is an easily organized, impromptu game that requires little equipment.

Games can take a variety of forms, from competitive [sports](/source/Sport) to [board games](/source/Board_game) and video games.

### Sports

Main article: [Sport](/source/Sport)

Association football is a popular sport worldwide.

Sports are competitive games involving physical skill with accepted rules.[58] 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 organization of sports leagues. [Association football](/source/Association_football) (soccer) is the world's most popular sport by participation, with 250 million players in over 200 countries.[59]

[Spectator sports](/source/Spectator_sport) have been part of human culture for thousands of years.[60] Local and national sports teams are arenas for group identity,[61] promoting civic pride in the [home team](/source/Home_(sports)) in municipal rivalries.[62]

[Lawn games](/source/Lawn_game) spread in the late 19th century as outdoor recreation.[63] [Croquet](/source/Croquet), [bocce](/source/Bocce), and [boules](/source/Boules) provide leisurely competition and social interaction.[64]

### Tabletop games

Main article: [Tabletop game](/source/Tabletop_game)

Tabletop games are designed to be played on a table, including board games, card games, and dice games.[65]

#### Board games

Main article: [Board game](/source/Board_game)

[Parcheesi](/source/Parcheesi) is an American adaptation of a [Pachisi](/source/Pachisi), originating in India.

Board games use as a central tool a board on which location, interactions, and choices are tracked.[66] [Abstract strategy games](/source/Abstract_strategy_game), such as [chess](/source/Chess) and [Go](/source/Go_(game)), are entirely determined by player moves not chance.[67] [Race games](/source/Race_game) such as Parcheesi and backgammon incorporate dice rolls,[68] while Settlers of Catan involves [resource management](/source/Game_mechanics#Resource_management), trading, and negotiating with other players.[69]

Board games have grown more dynamic in the 21st century,[70] with [Eurogames](/source/Eurogame) emphasizing efficient resource management over direct conflict.[71] Tens of thousands of tabletop games have launched on [crowdfunding](/source/Crowdfunding) platform [Kickstarter](/source/Kickstarter), with projects raising funds to pay for a game's production.[72]

#### Card games

Main article: [Card game](/source/Card_game)

Further information: [Collectible card game](/source/Collectible_card_game)

*Playing Cards*, by [Theodoor Rombouts](/source/Theodoor_Rombouts), 17th century

Card games use a deck of cards as their central tool. [Standard 52-card decks](/source/Standard_52-card_deck) support many varieties of games[73] including [trick-taking games](/source/Trick-taking_game) such as [bridge](/source/Contract_bridge) and [whist](/source/Whist).[74] [Uno](/source/Uno_(card_game)) was originally played with standard decks and has since been commercialized with customized decks.[75] Variations of the standard deck exist across the world such as "French-suited" 32-card decks, tarot-derived 78-card decks,[76] and Italian 40-card decks.[77]

[Collectible card games](/source/Collectible_card_game) were pioneered by [Magic: The Gathering](/source/Magic%3A_The_Gathering) in 1993, where players form decks and compete against others.[78] The market has grown to $1.5 billion in 2021.[79] Collectible card game booster packs are random, while [living card game](/source/Expandable_card_game) pack contents are known.[80]

#### Dice games

Main article: [Dice game](/source/Dice_game)

Students in [Laos](/source/Laos) 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 games use [randomized dice rolls](/source/Random_number_generation) as their central element.[81] Examples include [Yahtzee](/source/Yahtzee), [Farkle](/source/Farkle), and [craps](/source/Craps).[82] [Dominoes](/source/Dominoes), while [tile-based](/source/Tile-based_game) rather than using dice, also uses draw-and-play mechanics.[83]

### Video games

Main article: [Video game](/source/Video_game)

See also: [Electronic game](/source/Electronic_game)

Video games use electronic devices. Commercial video games were first available in the 1970s, though earlier games included [Tennis for Two](/source/Tennis_for_Two) and [Spacewar!](/source/Spacewar!).[84] Video games are interactive and may have a game engine simulating complex physics and environments.[85] [Genres](/source/Video_game_genre) include [action/shooter](/source/Shooter_game), [fighting](/source/Fighting_game), and [platform](/source/Platformer) games.[86]

[Massively multiplayer online role-playing games](/source/Massively_multiplayer_online_role-playing_game) can support thousands of players simultaneously within a virtual world.[87] As of 2013[\[update\]](https://en.wikipedia.org/w/index.php?title=Game&action=edit), the MMORPG *[World of Warcraft](/source/World_of_Warcraft)* had 36% market share.[88] [Esports](/source/Esports) give away millions of dollars in prize money while millions of viewers watch across the world.[89]

The stage for the [2017 League of Legends World Championship](/source/2017_League_of_Legends_World_Championship) Finals in [Beijing](/source/Beijing_National_Stadium)

### Role-playing games

Main article: [Role-playing game](/source/Role-playing_game)

In [role-playing games](/source/Role-playing_game) (RPGs), players enact fictional characters and collaboratively shape a narrative.[90] [Gary Gygax](/source/Gary_Gygax) and [Dave Arneson](/source/Dave_Arneson) created the first RPG [Dungeons & Dragons](/source/Dungeons_%26_Dragons) in 1974.[91] Players make choices for their characters, with a dungeon master adjudicating things the rules don't cover.[92]

[Video game RPGs](/source/Role-playing_video_game) tend to run characters through a predetermined story line. Most [Final Fantasy](/source/Final_Fantasy) games present a fantasy/science fiction narrative with [hero's journey](/source/Hero's_journey),[93] while [Dark Souls](/source/Dark_Souls) is known for difficult action sequences.[94]

## Games and society

### Psychology of play

Boys playing soccer in Tirana, Albania

Psychologists have long recognized play as a fundamental developmental activity.[95] [Jean Piaget](/source/Jean_Piaget) described play as a way to experiment with different cognitive schemas and assimilate experience. [Lev Vygotsky](/source/Lev_Vygotsky) emphasized play's effectiveness in communicative, narrative, and representational competence.[96]

In adults, games serve a range of psychological functions. [Mihaly Csikszentmihalyi](/source/Mihaly_Csikszentmihalyi) called [flow](/source/Flow_(psychology)) a state of intense concentration and total immersion which boosts life satisfaction.[97] To help players achieve flow, games offer clear goals, immediate feedback, and balance challenge with skill.[98]

Research into problematic gaming has grown alongside the video game industry.[99] In 2019, the [World Health Organization](/source/World_Health_Organization) designated [gaming disorder](/source/Video_game_addiction) as a mental disorder, with effects such as health problems, [sleep loss](/source/Sleep_deprivation), and [social isolation](/source/Social_isolation).[100]

Visitors at a desktop flight simulator

### Games as education

[Serious games](/source/Serious_game) are designed for training, education, or health care rather than entertainment.[101] [Flight simulators](/source/Flight_simulators) are used for pilot training, [mission rehearsal](/source/Wargame) for military planners, and [laparoscopic](/source/Laparoscopy) equipment simulators for surgery.[102]

In formal education, [game-based learning](/source/Educational_game#Game-based_learning) has received extensive research.[103] Well-designed educational games can improve knowledge retention and deepen understanding.[104]

### Game theory

Main article: [Game theory](/source/Game_theory)

[John Nash](/source/John_Forbes_Nash) proved that games with several players have a stable solution provided that coalitions between players are disallowed. Nash won the [Nobel Prize](/source/Nobel_Prize) for economics for this important result which extended [von Neumann's theory](/source/Minimax) of [zero-sum](/source/Zero-sum) games. Nash's stable solution is known as the [Nash equilibrium](/source/Nash_equilibrium).[105]

If cooperation between players is allowed, then the game becomes more complex; many concepts have been developed to analyze such games. While these have had some partial success in the fields of economics, politics and [conflict](/source/Conflict_resolution), no good general theory has yet been developed.[105]

In [quantum game theory](/source/Quantum_game_theory), it has been found that the introduction of [quantum information](/source/Quantum_information) into multiplayer games allows a new type of equilibrium strategy not found in traditional games. The [entanglement](/source/Quantum_entanglement) of player's choices can have the effect of a contract by preventing players from profiting from what is known as *betrayal*.[106] Games with many independent players are difficult to analyze formally using [game theory](/source/Game_theory) as the players may form and switch [coalitions](/source/Coalition).[107]

## See also

- [Games portal](https://en.wikipedia.org/wiki/Portal:Games)

Wikimedia Commons has media related to [Game](https://commons.wikimedia.org/wiki/Game).

Main article: [Outline of games](/source/Outline_of_games)

- [Game club](/source/Game_club) – Association of people united by a common interest or goalPages displaying short descriptions of redirect targets

- [Game mechanics](/source/Game_mechanics) – Construct, rule, or method designed for interaction with a game's state

- [Gamer](/source/Gamer) – Person who plays games

- [Girls' games and toys](/source/Girls'_games_and_toys)

- [History of games](/source/History_of_games)

- [Learning through play](/source/Learning_through_play) – Concept in education and psychology

- [List of games](/source/List_of_games) – Overview of and topical guide to gamesPages displaying short descriptions of redirect targets

- [Ludeme](/source/Ludeme) – Basic unit of play

- [Ludibrium](/source/Ludibrium) – Latin word

- [Ludology](/source/Ludology) – Study of games and the act of playing them

- [Ludomania](/source/Ludomania) – Harmful repetitive gamblingPages displaying short descriptions of redirect targets

- [Mobile game](/source/Mobile_game) – Video game played on a mobile device

- [N-player game](/source/N-player_game) – Game which can have any number of players

- [Personal computer game](/source/Personal_computer_game) – Video game for a personal computerPages displaying short descriptions of redirect targets

## References

1. **[^](#cite_ref-1)** Mitchell, Briar Lee (5 March 2012). [*Game Design Essentials*](https://www.google.com/books/edition/Game_Design_Essentials/UZglGi-MDZIC?hl=en&gbpv=1&dq=%22game%22%20purposes%20rules%20chance&pg=PT16&printsec=frontcover). John Wiley & Sons. [ISBN](/source/ISBN_(identifier)) [978-1-118-23933-9](https://en.wikipedia.org/wiki/Special:BookSources/978-1-118-23933-9).

1. **[^](#cite_ref-2)** Farquhar, Lee K.; Rogers, Ryan (14 February 2024). [*Esports Motivations: What's Driving the Fastest Growing Sports Phenomenon?*](https://www.google.com/books/edition/Esports_Motivations/4UmAEQAAQBAJ?hl=en&gbpv=1&dq=%22game%22+distinguish+%22unstructured+play%22&pg=PA38&printsec=frontcover). Bloomsbury Publishing USA. p. 38. [ISBN](/source/ISBN_(identifier)) [979-8-216-33854-3](https://en.wikipedia.org/wiki/Special:BookSources/979-8-216-33854-3).

1. **[^](#cite_ref-3)** Kaneda, Toshiyuki; Hamada, Ryoju; Kumazawa, Terukazu (3 January 2022). [*Simulation and Gaming for Social Design*](https://www.google.com/books/edition/Simulation_and_Gaming_for_Social_Design/KppXEAAAQBAJ?hl=en&gbpv=1&dq=%22game%22+debate+no+single+definition&pg=PA76&printsec=frontcover). Springer Nature. p. 76. [ISBN](/source/ISBN_(identifier)) [978-981-16-2011-9](https://en.wikipedia.org/wiki/Special:BookSources/978-981-16-2011-9).

1. ^ [***a***](#cite_ref-:2_4-0) [***b***](#cite_ref-:2_4-1) Becker, K.; Parker, J. R. (2012). [*The Guide to Computer Simulations and Games*](https://www.google.com/books/edition/The_Guide_to_Computer_Simulations_and_Ga/8ANpsNuSL3gC?hl=en&gbpv=1&dq=%22Royal+Game+of+Ur%22&pg=PA42&printsec=frontcover). John Wiley & Sons. p. 42. [ISBN](/source/ISBN_(identifier)) [978-1-118-00923-9](https://en.wikipedia.org/wiki/Special:BookSources/978-1-118-00923-9).

1. **[^](#cite_ref-5)** David, Bonilla Carranza; Pérez, Negrón, Adriana Peña; Marco, Pérez-Cisneros (9 January 2026). [*Interdisciplinary Approaches to Game Design in Healthcare and Education*](https://www.google.com/books/edition/Interdisciplinary_Approaches_to_Game_Des/B9OxEQAAQBAJ?hl=en&gbpv=1&dq=%22game%22+entertainment+socialisation+education+ritual&pg=PA300&printsec=frontcover). IGI Global. p. 300. [ISBN](/source/ISBN_(identifier)) [979-8-3373-4659-5](https://en.wikipedia.org/wiki/Special:BookSources/979-8-3373-4659-5).{{[cite book](https://en.wikipedia.org/wiki/Template:Cite_book)}}: CS1 maint: multiple names: authors list ([link](https://en.wikipedia.org/wiki/Category:CS1_maint:_multiple_names:_authors_list))

1. ^ [***a***](#cite_ref-:3_6-0) [***b***](#cite_ref-:3_6-1) Resources, Management Association, Information (7 October 2022). [*Research Anthology on Game Design, Development, Usage, and Social Impact*](https://www.google.com/books/edition/Research_Anthology_on_Game_Design_Develo/hH6iEAAAQBAJ?hl=en&gbpv=1&dq=global+video+%22game%22+industry+surpass+%22film%22+%22revenue%22&pg=PA965&printsec=frontcover). IGI Global. p. 965. [ISBN](/source/ISBN_(identifier)) [978-1-6684-7590-4](https://en.wikipedia.org/wiki/Special:BookSources/978-1-6684-7590-4).{{[cite book](https://en.wikipedia.org/wiki/Template:Cite_book)}}: CS1 maint: multiple names: authors list ([link](https://en.wikipedia.org/wiki/Category:CS1_maint:_multiple_names:_authors_list))

1. **[^](#cite_ref-7)** Blagden, David William; Rond, Mark de; Gibson, Janet (2019). [*Games: Conflict, Competition, and Cooperation*](https://www.google.com/books/edition/Games/JHaIDwAAQBAJ?hl=en&gbpv=1&dq=Ludwig%20Wittgenstein%20game%20Philosophical%20Investigations&pg=PA51&printsec=frontcover). Cambridge University Press. p. 53. [ISBN](/source/ISBN_(identifier)) [978-1-108-44732-4](https://en.wikipedia.org/wiki/Special:BookSources/978-1-108-44732-4).

1. **[^](#cite_ref-8)** Hardyment, Richard (3 September 2018). [*The Wellbeing Purpose: How Companies Can Make Life Better*](https://www.google.com/books/edition/The_Wellbeing_Purpose/33tqDwAAQBAJ?hl=en&gbpv=1&dq=Mihaly+Csikszentmihalyi+flow+concentration+satisfaction&pg=PT103&printsec=frontcover). Routledge. [ISBN](/source/ISBN_(identifier)) [978-1-351-00102-1](https://en.wikipedia.org/wiki/Special:BookSources/978-1-351-00102-1).

1. **[^](#cite_ref-9)** Bryan, Christiansen; Muslum, Basilgan (30 November 2013). [*Economic Behavior, Game Theory, and Technology in Emerging Markets*](https://www.google.com/books/edition/Economic_Behavior_Game_Theory_and_Techno/yFsrAgAAQBAJ?hl=en&gbpv=1&dq=%22game+theory%22+model+decision-making+economics&pg=PA48&printsec=frontcover). IGI Global. p. 48. [ISBN](/source/ISBN_(identifier)) [978-1-4666-4746-6](https://en.wikipedia.org/wiki/Special:BookSources/978-1-4666-4746-6).

1. **[^](#cite_ref-10)** Blagden, David William; Rond, Mark de; Gibson, Janet (2019). [*Games: Conflict, Competition, and Cooperation*](https://www.google.com/books/edition/Games/JHaIDwAAQBAJ?hl=en&gbpv=1&dq=Ludwig%20Wittgenstein%20game%20Philosophical%20Investigations&pg=PA51&printsec=frontcover). Cambridge University Press. p. 53. [ISBN](/source/ISBN_(identifier)) [978-1-108-44732-4](https://en.wikipedia.org/wiki/Special:BookSources/978-1-108-44732-4).

1. **[^](#cite_ref-11)** Tekinbas, Katie Salen; Zimmerman, Eric (25 September 2003). [*Rules of Play: Game Design Fundamentals*](https://www.google.com/books/edition/Rules_of_Play/UM-xyczrZuQC?hl=en&gbpv=1&dq=suits+activity+directed+towards+bringing+about+a+specific+state+of+affairs&pg=PA76&printsec=frontcover). MIT Press. p. 76. [ISBN](/source/ISBN_(identifier)) [978-0-262-24045-1](https://en.wikipedia.org/wiki/Special:BookSources/978-0-262-24045-1).

1. **[^](#cite_ref-12)** Georgoulas, Stratos (2009). [*Critical Criminology of Leisure: Theory, Methodology and a Case Study*](https://www.google.com/books/edition/Critical_Criminology_of_Leisure/IJ9dKrDttsIC?hl=en&gbpv=1&dq=Roger+Caillois+Games+and+Men+uncertain+non-productive&pg=PA39&printsec=frontcover). LIT Verlag Münster. p. 39. [ISBN](/source/ISBN_(identifier)) [978-3-643-10350-5](https://en.wikipedia.org/wiki/Special:BookSources/978-3-643-10350-5).

1. **[^](#cite_ref-no_words_13-0)** [Costikyan, Greg](/source/Greg_Costikyan) (1994). ["I Have No Words & I Must Design"](https://web.archive.org/web/20080812015347/http://www.costik.com/nowords.html). Archived from [the original](http://www.costik.com/nowords.html) on 12 August 2008. Retrieved 17 August 2008.

1. **[^](#cite_ref-14)** Maroney, Kevin (2001). ["My Entire Waking Life"](https://web.archive.org/web/20081121181715/http://www.thegamesjournal.com/articles/MyEntireWakingLife.shtml). *The Games Journal*. Archived from the original on 21 November 2008. Retrieved 17 August 2008.

1. **[^](#cite_ref-15)** [Salen, Katie](/source/Katie_Salen); [Zimmerman, Eric](/source/Eric_Zimmerman) (2003). [*Rules of Play: Game Design Fundamentals*](/source/Rules_of_Play). MIT Press. p. 80. [ISBN](/source/ISBN_(identifier)) [978-0-262-24045-1](https://en.wikipedia.org/wiki/Special:BookSources/978-0-262-24045-1).

1. **[^](#cite_ref-Abt1987_16-0)** Clark C. Abt (1987). [*Serious Games*](https://books.google.com/books?id=axUs9HA-hF8C). University Press of America. [ISBN](/source/ISBN_(identifier)) [978-0-8191-6148-2](https://en.wikipedia.org/wiki/Special:BookSources/978-0-8191-6148-2).

1. **[^](#cite_ref-17)** Avedon, Elliot; [Sutton-Smith, Brian](/source/Brian_Sutton-Smith) (1971). *The Study of Games*. J. Wiley. p. 405. [ISBN](/source/ISBN_(identifier)) [978-0-471-03839-9](https://en.wikipedia.org/wiki/Special:BookSources/978-0-471-03839-9).

1. **[^](#cite_ref-18)** McGonigal, Jane (2011). [*Reality is Broken*](https://archive.org/details/isbn_9780143120612). Penguin Books. [ISBN](/source/ISBN_(identifier)) [978-0-14-312061-2](https://en.wikipedia.org/wiki/Special:BookSources/978-0-14-312061-2).

1. **[^](#cite_ref-19)** O'Connor, Philippe (19 November 2020). [*The Craft and Science of Game Design: A Video Game Designer's Manual*](https://www.google.com/books/edition/The_Craft_and_Science_of_Game_Design/_GMGEAAAQBAJ?hl=en&gbpv=1&dq=%22Royal+Game+of+Ur%22+rules+cuneiform&pg=PT24&printsec=frontcover). CRC Press. [ISBN](/source/ISBN_(identifier)) [978-1-000-28683-0](https://en.wikipedia.org/wiki/Special:BookSources/978-1-000-28683-0).

1. **[^](#cite_ref-20)** Heron, Michael (26 December 2025). [*Demystifying Game Studies*](https://www.google.com/books/edition/Demystifying_Game_Studies/-9mYEQAAQBAJ?hl=en&gbpv=1&dq=Senet+3100+BCE+tomb&pg=PT231&printsec=frontcover). CRC Press. [ISBN](/source/ISBN_(identifier)) [978-1-040-65699-0](https://en.wikipedia.org/wiki/Special:BookSources/978-1-040-65699-0).

1. **[^](#cite_ref-21)** Solis, Daniel (3 October 2024). [*Graphic Design for Board Games*](https://www.google.com/books/edition/Graphic_Design_for_Board_Games/ZdkZEQAAQBAJ?hl=en&gbpv=1&dq=Senet+intact+%22Amenhotep+III%22&pg=PA187&printsec=frontcover). CRC Press. p. 187. [ISBN](/source/ISBN_(identifier)) [978-1-040-12063-7](https://en.wikipedia.org/wiki/Special:BookSources/978-1-040-12063-7).

1. **[^](#cite_ref-22)** Totten, Christopher W. (25 April 2019). [*Architectural Approach to Level Design: Second edition*](https://www.google.com/books/edition/Architectural_Approach_to_Level_Design/PQqWDwAAQBAJ?hl=en&gbpv=1&dq=%22Senet%22+Ur+race+mechanics+religious&pg=SA1-PA27&printsec=frontcover). CRC Press. [ISBN](/source/ISBN_(identifier)) [978-1-351-11628-2](https://en.wikipedia.org/wiki/Special:BookSources/978-1-351-11628-2).

1. **[^](#cite_ref-23)** Li, Xiaobing (23 November 2015). [*Modern China*](https://www.google.com/books/edition/Modern_China/_BXHEAAAQBAJ?hl=en&gbpv=1&dq=%22Go%22+Weiqi&pg=PA333&printsec=frontcover). Bloomsbury Publishing USA. p. 333. [ISBN](/source/ISBN_(identifier)) [978-1-61069-626-5](https://en.wikipedia.org/wiki/Special:BookSources/978-1-61069-626-5).

1. **[^](#cite_ref-24)** Reddy, C. Kishor Kumar; Joseph, Shenson; Joshi, Herat; Ouaissa, Mariya; Hanafiah, Marlia Mohd (12 August 2025). [*Interplay of Artificial General Intelligence with Quantum Computing: Towards Sustainability*](https://www.google.com/books/edition/Interplay_of_Artificial_General_Intellig/-3d5EQAAQBAJ?hl=en&gbpv=1&dq=alpha+go+game+computation&pg=PA17&printsec=frontcover). Springer Nature. p. 17. [ISBN](/source/ISBN_(identifier)) [978-3-031-87931-9](https://en.wikipedia.org/wiki/Special:BookSources/978-3-031-87931-9).

1. **[^](#cite_ref-25)** Flanagan, Mary (8 February 2013). [*Critical Play: Radical Game Design*](https://www.google.com/books/edition/Critical_Play/brhNEAAAQBAJ?hl=en&gbpv=1&dq=ancient+%22Mancala%22+count+capture+Egypt&pg=PA64&printsec=frontcover). MIT Press. p. 64. [ISBN](/source/ISBN_(identifier)) [978-0-262-51865-9](https://en.wikipedia.org/wiki/Special:BookSources/978-0-262-51865-9).

1. **[^](#cite_ref-26)** [*On the Explanation of Chess and Backgammon: Abar Wizārišn ī Čatrang ud Nihišn Nēw-Ardaxšīr*](https://www.google.com/books/edition/On_the_Explanation_of_Chess_and_Backgamm/eLscEAAAQBAJ?hl=en&gbpv=1&dq=%22chess%22+Gupta+Empire+India+6th+century+CE&pg=PR25&printsec=frontcover). BRILL. 8 February 2021. [ISBN](/source/ISBN_(identifier)) [978-90-04-46062-1](https://en.wikipedia.org/wiki/Special:BookSources/978-90-04-46062-1).

1. **[^](#cite_ref-27)** Cazaux, Jean-Louis; Knowlton, Rick (17 October 2017). [*A World of Chess: Its Development and Variations through Centuries and Civilizations*](https://www.google.com/books/edition/A_World_of_Chess/0O02DwAAQBAJ?hl=en&gbpv=1&dq=%22chess%22+%22chaturanga%22&pg=PA338&printsec=frontcover). McFarland. p. 338. [ISBN](/source/ISBN_(identifier)) [978-0-7864-9427-9](https://en.wikipedia.org/wiki/Special:BookSources/978-0-7864-9427-9).

1. **[^](#cite_ref-28)** Murray, H. J. R. (16 December 2023). [*History of Chess: Enriched edition. Unraveling the Chess Saga: A Journey Through Strategy, Culture, and Origins*](https://www.google.com/books/edition/History_of_Chess/1zHmEAAAQBAJ?hl=en&gbpv=1&dq=%22chatrang%22+Persia+chess&pg=PR8-IA7&printsec=frontcover). Good Press.

1. **[^](#cite_ref-29)** Campbell, Gordon (9 November 2006). [*The Grove Encyclopedia of Decorative Arts: Two-volume Set*](https://www.google.com/books/edition/The_Grove_Encyclopedia_of_Decorative_Art/i3Od9bcGus0C?hl=en&gbpv=1&dq=Europe+Islamic+9th+century+chess&pg=PA229&printsec=frontcover). Oxford University Press, USA. p. 229. [ISBN](/source/ISBN_(identifier)) [978-0-19-518948-3](https://en.wikipedia.org/wiki/Special:BookSources/978-0-19-518948-3).

1. **[^](#cite_ref-30)** O'Sullivan, Daniel E. (30 July 2012). [*Chess in the Middle Ages and Early Modern Age: A Fundamental Thought Paradigm of the Premodern World*](https://www.google.com/books/edition/Chess_in_the_Middle_Ages_and_Early_Moder/LEbxD0Ygz-EC?hl=en&gbpv=1&dq=%22chess%22+%22modern%22+15th+century&pg=PA87&printsec=frontcover). Walter de Gruyter. p. 87. [ISBN](/source/ISBN_(identifier)) [978-3-11-028881-0](https://en.wikipedia.org/wiki/Special:BookSources/978-3-11-028881-0).

1. **[^](#cite_ref-31)** Riotto, Maurizio (19 August 2024). [*Korea and the “Others”: Studies on Korean Actions and Reactions Towards the Rest of the World*](https://www.google.com/books/edition/Korea_and_the_Others/F7UXEQAAQBAJ?hl=en&gbpv=1&dq=%22Playing+cards%22+%22Tang%22+dynasty&pg=PA139&printsec=frontcover). Walter de Gruyter GmbH & Co KG. p. 139. [ISBN](/source/ISBN_(identifier)) [978-3-11-132259-9](https://en.wikipedia.org/wiki/Special:BookSources/978-3-11-132259-9).

1. **[^](#cite_ref-32)** Seville, Adrian; Depaulis, Thierry; Bekkering, Geert H. (31 July 2023). [*Playing with Maps: Cartographic Games in Western Culture*](https://www.google.com/books/edition/Playing_with_Maps_Cartographic_Games_in/5NT7EAAAQBAJ?hl=en&gbpv=1&dq=%22Playing+cards%22+Europe+Mamluk+Sultanate+14th+century&pg=PA11&printsec=frontcover). BRILL. p. 11. [ISBN](/source/ISBN_(identifier)) [978-90-04-68114-9](https://en.wikipedia.org/wiki/Special:BookSources/978-90-04-68114-9).

1. **[^](#cite_ref-33)** Carlisle, Rodney P. (2 April 2009). [*Encyclopedia of Play in Today′s Society*](https://www.google.com/books/edition/Encyclopedia_of_Play_in_Today_s_Society/eL91AwAAQBAJ?hl=en&gbpv=1&dq=standardized+%22decks%22+card&pg=PA290&printsec=frontcover). SAGE Publications. p. 290. [ISBN](/source/ISBN_(identifier)) [978-1-4522-6610-7](https://en.wikipedia.org/wiki/Special:BookSources/978-1-4522-6610-7).

1. **[^](#cite_ref-34)** Wolf, Mark J. P. (1 May 2015). [*Video Games Around the World*](https://www.google.com/books/edition/Video_Games_Around_the_World/pZb5CAAAQBAJ?hl=en&gbpv=1&dq=Pachisi+India+Mughal+Parcheesi+Ludo&pg=PA236&printsec=frontcover). MIT Press. p. 236. [ISBN](/source/ISBN_(identifier)) [978-0-262-52716-3](https://en.wikipedia.org/wiki/Special:BookSources/978-0-262-52716-3).

1. **[^](#cite_ref-35)** Livingstone, Ian; Wallis, James (17 September 2019). [*Board Games in 100 Moves*](https://www.google.com/books/edition/Board_Games_in_100_Moves/r8bhDwAAQBAJ?hl=en&gbpv=1&dq=patolli+race+game&pg=PA32&printsec=frontcover). Penguin. p. 32. [ISBN](/source/ISBN_(identifier)) [978-1-4654-9871-7](https://en.wikipedia.org/wiki/Special:BookSources/978-1-4654-9871-7).

1. **[^](#cite_ref-36)** Engelstein, Geoffrey; Shalev, Isaac (2 March 2022). [*Building Blocks of Tabletop Game Design: An Encyclopedia of Mechanisms*](https://www.google.com/books/edition/Building_Blocks_of_Tabletop_Game_Design/cnNYEAAAQBAJ?hl=en&gbpv=1&dq=%22tabletop+games%22+Monopoly+Scrabble&pg=PT23&printsec=frontcover). CRC Press. [ISBN](/source/ISBN_(identifier)) [978-1-000-53924-0](https://en.wikipedia.org/wiki/Special:BookSources/978-1-000-53924-0).

1. **[^](#cite_ref-37)** Corsbie-Massay, Charisse L'Pree (13 October 2020). [*20th Century Media and the American Psyche: A Strange Love*](https://www.google.com/books/edition/20th_Century_Media_and_the_American_Psyc/imP9DwAAQBAJ?hl=en&gbpv=1&dq=%22video+games%22+%2220th+century%22&pg=PT128&printsec=frontcover). Routledge. [ISBN](/source/ISBN_(identifier)) [978-1-351-33317-7](https://en.wikipedia.org/wiki/Special:BookSources/978-1-351-33317-7).

1. **[^](#cite_ref-38)** Kowert, Rachel; Quandt, Thorsten (27 August 2015). [*The Video Game Debate: Unravelling the Physical, Social, and Psychological Effects of Video Games*](https://www.google.com/books/edition/The_Video_Game_Debate/z-FzCgAAQBAJ?hl=en&gbpv=1&dq=Pong+1972+%22first%22+commercially+released+arcade&pg=PT11&printsec=frontcover). Routledge. [ISBN](/source/ISBN_(identifier)) [978-1-317-56716-5](https://en.wikipedia.org/wiki/Special:BookSources/978-1-317-56716-5).

1. **[^](#cite_ref-craw_39-0)** [Crawford, Chris](/source/Chris_Crawford_(game_designer)) (2003). [*Chris Crawford on Game Design*](/source/Chris_Crawford_on_Game_Design). New Riders. [ISBN](/source/ISBN_(identifier)) [978-0-88134-117-1](https://en.wikipedia.org/wiki/Special:BookSources/978-0-88134-117-1).

1. **[^](#cite_ref-40)** Fowler, Allan; Khosmood, Foaad (7 December 2022). [*Game Jams – History, Technology, and Organisation*](https://www.google.com/books/edition/Game_Jams_History_Technology_and_Organis/0mqgEAAAQBAJ?hl=en&gbpv=1&dq=boards+cards+tokens+dice&pg=PA63&printsec=frontcover). Springer Nature. p. 63. [ISBN](/source/ISBN_(identifier)) [978-3-031-15187-3](https://en.wikipedia.org/wiki/Special:BookSources/978-3-031-15187-3).

1. **[^](#cite_ref-41)** Wang, Wallace (19 June 2023). [*The Structure of Game Design*](https://www.google.com/books/edition/The_Structure_of_Game_Design/gEXGEAAAQBAJ?hl=en&gbpv=1&dq=%22card+game%22+%22deck%22&pg=PA176&printsec=frontcover). Springer Nature. p. 176. [ISBN](/source/ISBN_(identifier)) [978-3-031-32202-0](https://en.wikipedia.org/wiki/Special:BookSources/978-3-031-32202-0).

1. **[^](#cite_ref-42)** Wolf, Mark J. P. (24 May 2021). [*Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming \[3 volumes\]*](https://www.google.com/books/edition/Encyclopedia_of_Video_Games/eRnOEAAAQBAJ?hl=en&gbpv=1&dq=%22video+games%22+%22electronic+hardware%22&pg=PT218&printsec=frontcover). Bloomsbury Publishing USA. [ISBN](/source/ISBN_(identifier)) [979-8-216-16182-0](https://en.wikipedia.org/wiki/Special:BookSources/979-8-216-16182-0).

1. **[^](#cite_ref-43)** Stearns, Peter N. (9 June 2021). [*Childhood in World History*](https://www.google.com/books/edition/Childhood_in_World_History/45oqEAAAQBAJ?hl=en&gbpv=1&dq=game+no+equipment+hide+and+seek&pg=PT69&printsec=frontcover). Routledge. [ISBN](/source/ISBN_(identifier)) [978-1-000-39178-7](https://en.wikipedia.org/wiki/Special:BookSources/978-1-000-39178-7).

1. **[^](#cite_ref-44)** Tekinbas, Katie Salen; Zimmerman, Eric (23 November 2005). [*The Game Design Reader: A Rules of Play Anthology*](https://www.google.com/books/edition/The_Game_Design_Reader/bzA3AgAAQBAJ?hl=en&gbpv=1&dq=game+design+%22token%22&pg=PA200&printsec=frontcover). MIT Press. p. 200. [ISBN](/source/ISBN_(identifier)) [978-0-262-30317-0](https://en.wikipedia.org/wiki/Special:BookSources/978-0-262-30317-0).

1. **[^](#cite_ref-45)** Dunmore, Tom (1 September 2011). [*Historical Dictionary of Soccer*](https://www.google.com/books/edition/Historical_Dictionary_of_Soccer/1PN3EQAAQBAJ?hl=en&gbpv=1&dq=%22ball%22+game+popularity+worldwide&pg=PA2&printsec=frontcover). Bloomsbury Publishing USA. p. 2. [ISBN](/source/ISBN_(identifier)) [979-8-216-29834-2](https://en.wikipedia.org/wiki/Special:BookSources/979-8-216-29834-2).

1. **[^](#cite_ref-46)** Carlisle, Rodney P. (2 April 2009). [*Encyclopedia of Play in Today's Society*](https://www.google.com/books/edition/Encyclopedia_of_Play_in_Today_s_Society/jLqXM3U_pzEC?hl=en&gbpv=1&dq=countries+Europe+unique+standard+decks+playing+cards&pg=PA290&printsec=frontcover). SAGE. p. 290. [ISBN](/source/ISBN_(identifier)) [978-1-4129-6670-2](https://en.wikipedia.org/wiki/Special:BookSources/978-1-4129-6670-2).

1. **[^](#cite_ref-47)** Rovegno; Bandhauer, Dianna (15 February 2016). [*Elementary Physical Education*](https://www.google.com/books/edition/Elementary_Physical_Education/HNdyCwAAQBAJ?hl=en&gbpv=1&dq=games+%22rules%22+%22scoring%22+%22goals%22&pg=PA394&printsec=frontcover). Jones & Bartlett Publishers. p. 394. [ISBN](/source/ISBN_(identifier)) [978-1-284-07798-8](https://en.wikipedia.org/wiki/Special:BookSources/978-1-284-07798-8).

1. **[^](#cite_ref-48)** Zubek, Robert (18 August 2020). [*Elements of Game Design*](https://www.google.com/books/edition/Elements_of_Game_Design/Lr_4DwAAQBAJ?hl=en&gbpv=1&dq=game+design+rule+action+allowed&pg=PA43&printsec=frontcover). MIT Press. p. 43. [ISBN](/source/ISBN_(identifier)) [978-0-262-04391-5](https://en.wikipedia.org/wiki/Special:BookSources/978-0-262-04391-5).

1. **[^](#cite_ref-49)** Schwyzer, Hubert (October 1969). "Rules and Practices". *The Philosophical Review*. **78** (4): 451–467. [doi](/source/Doi_(identifier)):[10.2307/2184198](https://doi.org/10.2307%2F2184198). [ISSN](/source/ISSN_(identifier)) [0031-8108](https://search.worldcat.org/issn/0031-8108). [JSTOR](/source/JSTOR_(identifier)) [2184198](https://www.jstor.org/stable/2184198).

1. ^ [***a***](#cite_ref-:0_50-0) [***b***](#cite_ref-:0_50-1) Marsili, Neri (12 June 2018). ["Truth and assertion: rules versus aims"](http://eprints.whiterose.ac.uk/127177/7/MARTAA-35v1.pdf) (PDF). *Analysis*. **78** (4): 638–648. [doi](/source/Doi_(identifier)):[10.1093/analys/any008](https://doi.org/10.1093%2Fanalys%2Fany008). [ISSN](/source/ISSN_(identifier)) [0003-2638](https://search.worldcat.org/issn/0003-2638).

1. **[^](#cite_ref-51)** Kemp, Gary (2007). "Assertion as a practice". *Truth and Speech Acts: Studies in the Philosophy of Language*.

1. **[^](#cite_ref-52)** Smith, Tom (31 October 2024). [*Anatomy of Game Design*](https://www.google.com/books/edition/Anatomy_of_Game_Design/NkshEQAAQBAJ?hl=en&gbpv=1&dq=%22game%22+design+%22intermediate%22+layered&pg=PT68&printsec=frontcover). CRC Press. [ISBN](/source/ISBN_(identifier)) [978-1-040-14895-2](https://en.wikipedia.org/wiki/Special:BookSources/978-1-040-14895-2).

1. **[^](#cite_ref-53)** Resources, Management Association, Information (19 June 2017). [*Game Theory: Breakthroughs in Research and Practice: Breakthroughs in Research and Practice*](https://www.google.com/books/edition/Game_Theory_Breakthroughs_in_Research_an/hfYoDwAAQBAJ?hl=en&gbpv=1&dq=games+rules+changing+Nomic&pg=PA309&printsec=frontcover). IGI Global. p. 309. [ISBN](/source/ISBN_(identifier)) [978-1-5225-2595-0](https://en.wikipedia.org/wiki/Special:BookSources/978-1-5225-2595-0).{{[cite book](https://en.wikipedia.org/wiki/Template:Cite_book)}}: CS1 maint: multiple names: authors list ([link](https://en.wikipedia.org/wiki/Category:CS1_maint:_multiple_names:_authors_list))

1. **[^](#cite_ref-54)** Mazur, Joseph (17 May 2010). [*What's Luck Got to Do with It?: The History, Mathematics, and Psychology of the Gambler's Illusion*](https://www.google.com/books/edition/What_s_Luck_Got_to_Do_with_It/opjqt3SbE9MC?hl=en&gbpv=1&dq=game+spectrum+from+pure+skill+to+chance&pg=PA198&printsec=frontcover). Princeton University Press. p. 198. [ISBN](/source/ISBN_(identifier)) [978-1-4008-3445-7](https://en.wikipedia.org/wiki/Special:BookSources/978-1-4008-3445-7).

1. **[^](#cite_ref-55)** Bergen, Doris (20 March 2021). [*The Handbook of Developmentally Appropriate Toys*](https://www.google.com/books/edition/The_Handbook_of_Developmentally_Appropri/ueQUEAAAQBAJ?hl=en&gbpv=1&dq=Chess+Candy+Land&pg=PA185&printsec=frontcover). Bloomsbury Publishing PLC. p. 185. [ISBN](/source/ISBN_(identifier)) [978-1-4758-4921-9](https://en.wikipedia.org/wiki/Special:BookSources/978-1-4758-4921-9).

1. **[^](#cite_ref-56)** Bray, Chris (14 February 2011). [*Backgammon For Dummies*](https://www.google.com/books/edition/Backgammon_For_Dummies/0SoloeOOtSkC?hl=en&gbpv=1&dq=%22Backgammon%22+%22strategy%22+dice&pg=PA35&printsec=frontcover). John Wiley & Sons. p. 35. [ISBN](/source/ISBN_(identifier)) [978-1-119-99674-3](https://en.wikipedia.org/wiki/Special:BookSources/978-1-119-99674-3).

1. **[^](#cite_ref-57)** Yamada, Shoko (30 March 2026). [*Mitigating the “Skills Gaps”: A Realist-Constructivism Analysis of Work Competencies in the Global South*](https://www.google.com/books/edition/Mitigating_the_Skills_Gaps/ZL7MEQAAQBAJ?hl=en&gbpv=1&dq=%22settlers+of+catan%22+strategy+skill+difference&pg=PA179&printsec=frontcover). Springer Nature. p. 179. [ISBN](/source/ISBN_(identifier)) [978-981-95-7968-6](https://en.wikipedia.org/wiki/Special:BookSources/978-981-95-7968-6).

1. **[^](#cite_ref-58)** Ron, Woods (24 September 2015). [*Social Issues in Sport-3rd Edition*](https://www.google.com/books/edition/Social_Issues_in_Sport_3rd_Edition/IaqZCgAAQBAJ?hl=en&gbpv=1&dq=%22Sports%22+games+%22physical+skill%22+standard+rules+competitive&pg=PA7&printsec=frontcover). Human Kinetics. p. 7. [ISBN](/source/ISBN_(identifier)) [978-1-4504-9520-2](https://en.wikipedia.org/wiki/Special:BookSources/978-1-4504-9520-2).

1. **[^](#cite_ref-59)** Newman, Amy (28 March 2018). [*Building Leadership Character*](https://www.google.com/books/edition/Building_Leadership_Character/d39ZDwAAQBAJ?hl=en&gbpv=1&dq=Association+football+world's+most+popular+sport+250+million+players&pg=PT81&printsec=frontcover). SAGE Publications. [ISBN](/source/ISBN_(identifier)) [978-1-5443-4310-5](https://en.wikipedia.org/wiki/Special:BookSources/978-1-5443-4310-5).

1. **[^](#cite_ref-60)** Quinn, Kevin G. (10 January 2014). [*Sports and Their Fans: The History, Economics and Culture of the Relationship Between Spectator and Sport*](https://www.google.com/books/edition/Sports_and_Their_Fans/Z_v-KNa3nJgC?hl=en&gbpv=1&dq=%22spectator%20sports%22%20%22fans%22%20develop&pg=PA29&printsec=frontcover). McFarland. p. 29. [ISBN](/source/ISBN_(identifier)) [978-0-7864-5328-3](https://en.wikipedia.org/wiki/Special:BookSources/978-0-7864-5328-3).

1. **[^](#cite_ref-61)** Molnar, Gyozo; Kelly, John (7 May 2013). [*Sport, Exercise and Social Theory: An Introduction*](https://www.google.com/books/edition/Sport_Exercise_and_Social_Theory/uTbwm2x4_XQC?hl=en&gbpv=1&dq=Local+national+sports+identity+rivalries&pg=PA75&printsec=frontcover). Routledge. p. 75. [ISBN](/source/ISBN_(identifier)) [978-1-136-47639-6](https://en.wikipedia.org/wiki/Special:BookSources/978-1-136-47639-6).

1. **[^](#cite_ref-62)** Collins, Tony (12 April 2013). [*Sport in Capitalist Society: A Short History*](https://www.google.com/books/edition/Sport_in_Capitalist_Society/DiqSGkDmxdUC?hl=en&gbpv=1&dq=sports+rivalries+proxies+civic+pride&pg=PA51&printsec=frontcover). Routledge. p. 51. [ISBN](/source/ISBN_(identifier)) [978-1-135-08199-7](https://en.wikipedia.org/wiki/Special:BookSources/978-1-135-08199-7).

1. **[^](#cite_ref-63)** McLean, Daniel; Hurd, Amy (9 February 2011). [*Kraus' Recreation and Leisure in Modern Society*](https://www.google.com/books/edition/Kraus_Recreation_and_Leisure_in_Modern_S/ivR4S1mLp50C?hl=en&gbpv=1&dq=%22lawn+game%22+between+recreation+sport&pg=PA56&printsec=frontcover). Jones & Bartlett Publishers. p. 56. [ISBN](/source/ISBN_(identifier)) [978-0-7637-8159-0](https://en.wikipedia.org/wiki/Special:BookSources/978-0-7637-8159-0).

1. **[^](#cite_ref-64)** Carlisle, Rodney P. (2 April 2009). [*Encyclopedia of Play in Today's Society*](https://www.google.com/books/edition/Encyclopedia_of_Play_in_Today_s_Society/jLqXM3U_pzEC?hl=en&gbpv=1&dq=croquet+bocce&pg=PA91&printsec=frontcover). SAGE. p. 91. [ISBN](/source/ISBN_(identifier)) [978-1-4129-6670-2](https://en.wikipedia.org/wiki/Special:BookSources/978-1-4129-6670-2).

1. **[^](#cite_ref-65)** Daniels, Ruby (15 December 2025). [*Entertainment Hobbies: Music, Magic, Theater & More: Music, Magic, Theater & More*](https://www.google.com/books/edition/Entertainment_Hobbies_Music_Magic_Theate/k9KCEQAAQBAJ?hl=en&gbpv=1&dq=%22tabletop%22+board+game+card+game+dice+game&pg=PA18&printsec=frontcover). ABDO. p. 18. [ISBN](/source/ISBN_(identifier)) [979-8-3849-3054-9](https://en.wikipedia.org/wiki/Special:BookSources/979-8-3849-3054-9).

1. **[^](#cite_ref-66)** Rogers, Scott (27 September 2023). [*Your Turn!: The Guide to Great Tabletop Game Design*](https://www.google.com/books/edition/Your_Turn/CP7ZEAAAQBAJ?hl=en&gbpv=1&dq=board%20game%20design%20resource%20%22track%22&pg=PT288&printsec=frontcover). John Wiley & Sons. [ISBN](/source/ISBN_(identifier)) [978-1-119-98160-2](https://en.wikipedia.org/wiki/Special:BookSources/978-1-119-98160-2).

1. **[^](#cite_ref-67)** Manea, Florin; Miller, Russell G.; Nowotka, Dirk (23 July 2018). [*Sailing Routes in the World of Computation: 14th Conference on Computability in Europe, CiE 2018, Kiel, Germany, July 30 – August 3, 2018, Proceedings*](https://www.google.com/books/edition/Sailing_Routes_in_the_World_of_Computati/hA9mDwAAQBAJ?hl=en&gbpv=1&dq=chess+go+entirely+calculation&pg=PA152&printsec=frontcover). Springer. p. 152. [ISBN](/source/ISBN_(identifier)) [978-3-319-94418-0](https://en.wikipedia.org/wiki/Special:BookSources/978-3-319-94418-0).

1. **[^](#cite_ref-68)** Braman, Arlette N. (1 July 2002). [*Kids Around the World Play!: The Best Fun and Games from Many Lands*](https://www.google.com/books/edition/Kids_Around_the_World_Play/fNnoxIfJg5UC?hl=en&gbpv=1&dq=race+games+Parcheesi+backgammon+dice&pg=PA88&printsec=frontcover). John Wiley & Sons. p. 88. [ISBN](/source/ISBN_(identifier)) [978-0-471-23508-8](https://en.wikipedia.org/wiki/Special:BookSources/978-0-471-23508-8).

1. **[^](#cite_ref-69)** Bringas, Pablo García; García, Hilde Pérez; Pisón, Francisco Javier Martínez de; Álvarez, Francisco Martínez; [Lora, Alicia Troncoso](/source/Alicia_Troncoso_Lora); Herrero, Álvaro; Rolle, José Luis Calvo; Quintián, Héctor; Corchado, Emilio (26 August 2023). [*International Joint Conference 16th International Conference on Computational Intelligence in Security for Information Systems (CISIS 2023) 14th International Conference on EUropean Transnational Education (ICEUTE 2023): Proceedings*](https://www.google.com/books/edition/International_Joint_Conference_16th_Inte/UiXTEAAAQBAJ?hl=en&gbpv=1&dq=trading+negotiation+Settlers+of+Catan+resource+management&pg=PA250&printsec=frontcover). Springer Nature. p. 250. [ISBN](/source/ISBN_(identifier)) [978-3-031-42519-6](https://en.wikipedia.org/wiki/Special:BookSources/978-3-031-42519-6).

1. **[^](#cite_ref-70)** Cubbage, Jayne; Coleman, Loren Saxton; Jenkins, Cheryl D. (27 March 2026). [*Media, Industries, Society: Diverse Foundations in Mass Communication*](https://www.google.com/books/edition/Media_Industries_Society/tWDKEQAAQBAJ?hl=en&gbpv=1&dq=21st+century+grown+board+games&pg=PT287&printsec=frontcover). Taylor & Francis. [ISBN](/source/ISBN_(identifier)) [978-1-040-70466-0](https://en.wikipedia.org/wiki/Special:BookSources/978-1-040-70466-0).

1. **[^](#cite_ref-71)** Rye, Sara; Sousa, Micael; Sousa, Carla (31 January 2025). [*Transformative Learning Through Play: Analogue Games as Vehicles for Educational Innovation*](https://www.google.com/books/edition/Transformative_Learning_Through_Play/ARFDEQAAQBAJ?hl=en&gbpv=1&dq=Eurogame+resource+management+over+direct+conflict&pg=PA161&printsec=frontcover). Springer Nature. p. 161. [ISBN](/source/ISBN_(identifier)) [978-3-031-78523-8](https://en.wikipedia.org/wiki/Special:BookSources/978-3-031-78523-8).

1. **[^](#cite_ref-72)** Sax, David (8 November 2016). [*The Revenge of Analog: Real Things and Why They Matter*](https://www.google.com/books/edition/The_Revenge_of_Analog/dDbXCwAAQBAJ?hl=en&gbpv=1&dq=new+board+game+thousands+crowdfunding&pg=PA91&printsec=frontcover). PublicAffairs. p. 91. [ISBN](/source/ISBN_(identifier)) [978-1-61039-572-4](https://en.wikipedia.org/wiki/Special:BookSources/978-1-61039-572-4).

1. **[^](#cite_ref-73)** Rigal, Barry (4 March 2011). [*Card Games For Dummies*](https://www.google.com/books/edition/Card_Games_For_Dummies/YwNRBhrODQ4C?hl=en&gbpv=1&dq=%22standard%22+52-card+many+variety+games&pg=PA103&printsec=frontcover). John Wiley & Sons. p. 103. [ISBN](/source/ISBN_(identifier)) [978-1-118-05476-5](https://en.wikipedia.org/wiki/Special:BookSources/978-1-118-05476-5).

1. **[^](#cite_ref-74)** Carlisle, Rodney P. (2 April 2009). [*Encyclopedia of Play in Today′s Society*](https://www.google.com/books/edition/Encyclopedia_of_Play_in_Today_s_Society/eL91AwAAQBAJ?hl=en&gbpv=1&dq=%22standard%22+52-card+deck+bridge+whist&pg=PA90&printsec=frontcover). SAGE Publications. p. 90. [ISBN](/source/ISBN_(identifier)) [978-1-4522-6610-7](https://en.wikipedia.org/wiki/Special:BookSources/978-1-4522-6610-7).

1. **[^](#cite_ref-75)** Walsh, Tim (October 2005). [*Timeless Toys: Classic Toys and the Playmakers Who Created Them*](https://www.google.com/books/edition/Timeless_Toys/jftapGDTmYUC?hl=en&gbpv=1&dq=%22Uno%22+game+reverse&pg=PA225&printsec=frontcover). Andrews McMeel Publishing. p. 225. [ISBN](/source/ISBN_(identifier)) [978-0-7407-5571-2](https://en.wikipedia.org/wiki/Special:BookSources/978-0-7407-5571-2).

1. **[^](#cite_ref-76)** Carlisle, Rodney P. (2 April 2009). [*Encyclopedia of Play in Today′s Society*](https://www.google.com/books/edition/Encyclopedia_of_Play_in_Today_s_Society/eL91AwAAQBAJ?hl=en&gbpv=1&dq=games+32-card+decks&pg=PA292&printsec=frontcover). SAGE Publications. p. 292. [ISBN](/source/ISBN_(identifier)) [978-1-4522-6610-7](https://en.wikipedia.org/wiki/Special:BookSources/978-1-4522-6610-7).

1. **[^](#cite_ref-77)** Morehead, Albert H.; Mott-Smith, Geoffrey; Morehead, Philip D. (1 December 2001). [*Hoyle's Rules of Games, 3rd Revised and Updated Edition: The Essential Guide to Poker and Other Card Games*](https://www.google.com/books/edition/Hoyle_s_Rules_of_Games_3rd_Revised_and_U/Ae6-tBj7mi8C?hl=en&gbpv=1&dq=Italian+games+40-card+decks&pg=PA49&printsec=frontcover). Penguin. p. 49. [ISBN](/source/ISBN_(identifier)) [978-0-452-28313-8](https://en.wikipedia.org/wiki/Special:BookSources/978-0-452-28313-8).

1. **[^](#cite_ref-78)** Yannakakis, Georgios N.; Togelius, Julian (2 June 2025). [*Artificial Intelligence and Games*](https://www.google.com/books/edition/Artificial_Intelligence_and_Games/6pdiEQAAQBAJ?hl=en&gbpv=1&dq=Collectible+card+games+pioneered+Magic:+The+Gathering&pg=PA187&printsec=frontcover). Springer Nature. p. 187. [ISBN](/source/ISBN_(identifier)) [978-3-031-83347-2](https://en.wikipedia.org/wiki/Special:BookSources/978-3-031-83347-2).

1. **[^](#cite_ref-79)** Fountain, Luke (18 October 2025). ["Pokémon, sports trading card boom boosts Target, Walmart ahead of holiday season"](https://www.cnbc.com/2025/10/18/target-and-walmart-trading-cards-growth-like-nfl-for-holiday-season.html). *CNBC*. Retrieved 30 April 2026.

1. **[^](#cite_ref-80)** Backe, Chris (9 June 2025). [*Playtesting Best Practices: Real World and Online*](https://www.google.com/books/edition/Playtesting_Best_Practices/f4ZVEQAAQBAJ?hl=en&gbpv=1&dq=living+card+games&pg=PT131&printsec=frontcover). CRC Press. [ISBN](/source/ISBN_(identifier)) [978-1-040-36476-5](https://en.wikipedia.org/wiki/Special:BookSources/978-1-040-36476-5).

1. **[^](#cite_ref-81)** Taylor, David G. (22 June 2021). [*Games, Gambling, and Probability: An Introduction to Mathematics*](https://www.google.com/books/edition/Games_Gambling_and_Probability/a1yNEQAAQBAJ?hl=en&gbpv=1&dq=%22Dice+game%22+random+Yahtzee&pg=PA55&printsec=frontcover). CRC Press. p. 55. [ISBN](/source/ISBN_(identifier)) [978-1-000-40021-2](https://en.wikipedia.org/wiki/Special:BookSources/978-1-000-40021-2).

1. **[^](#cite_ref-82)** Schreiber, Ian; Romero, Brenda (16 August 2021). [*Game Balance*](https://www.google.com/books/edition/Game_Balance/2Fs1EAAAQBAJ?hl=en&gbpv=1&dq=Dice+game+Yahtzee,+Farkle,+craps&pg=PT685&printsec=frontcover). CRC Press. [ISBN](/source/ISBN_(identifier)) [978-1-351-64341-2](https://en.wikipedia.org/wiki/Special:BookSources/978-1-351-64341-2).

1. **[^](#cite_ref-83)** Newsome, Travis (27 June 2023). [*Dominoes Game Night: 65 Classic Games to Entertain and Excite*](https://www.google.com/books/edition/Dominoes_Game_Night/1VzFEAAAQBAJ?hl=en&gbpv=1&dq=%22dominoes%22+tile+draw&pg=PT155&printsec=frontcover). Workman Publishing Company. [ISBN](/source/ISBN_(identifier)) [978-0-7624-8125-5](https://en.wikipedia.org/wiki/Special:BookSources/978-0-7624-8125-5).

1. **[^](#cite_ref-84)** Becker, K.; Parker, J. R. (2012). [*The Guide to Computer Simulations and Games*](https://www.google.com/books/edition/The_Guide_to_Computer_Simulations_and_Ga/8ANpsNuSL3gC?hl=en&gbpv=1&dq=Video+games+electronic+hardware&pg=PA48&printsec=frontcover). John Wiley & Sons. p. 48. [ISBN](/source/ISBN_(identifier)) [978-1-118-00923-9](https://en.wikipedia.org/wiki/Special:BookSources/978-1-118-00923-9).

1. **[^](#cite_ref-85)** Fuchs, Michael; Thoss, Jeff (21 February 2019). [*Intermedia Games—Games Inter Media: Video Games and Intermediality*](https://www.google.com/books/edition/Intermedia_Games_Games_Inter_Media/D5V9DwAAQBAJ?hl=en&gbpv=1&dq=%22Video+game%22+interaction+environment+complex+physics&pg=PT20&printsec=frontcover). Bloomsbury Publishing USA. [ISBN](/source/ISBN_(identifier)) [978-1-5013-3050-6](https://en.wikipedia.org/wiki/Special:BookSources/978-1-5013-3050-6).

1. **[^](#cite_ref-86)** E, Ferdig, Richard (31 July 2008). [*Handbook of Research on Effective Electronic Gaming in Education*](https://www.google.com/books/edition/Handbook_of_Research_on_Effective_Electr/Re8tGpC6_PsC?hl=en&gbpv=1&dq=video+game+genres+action,+platform,+shooter,+fighting&pg=PA40&printsec=frontcover). IGI Global. [ISBN](/source/ISBN_(identifier)) [978-1-59904-811-6](https://en.wikipedia.org/wiki/Special:BookSources/978-1-59904-811-6).{{[cite book](https://en.wikipedia.org/wiki/Template:Cite_book)}}: CS1 maint: multiple names: authors list ([link](https://en.wikipedia.org/wiki/Category:CS1_maint:_multiple_names:_authors_list))

1. **[^](#cite_ref-87)** Resources, Management Association, Information (1 February 2019). [*Multigenerational Online Behavior and Media Use: Concepts, Methodologies, Tools, and Applications: Concepts, Methodologies, Tools, and Applications*](https://www.google.com/books/edition/Multigenerational_Online_Behavior_and_Me/gTyEDwAAQBAJ?hl=en&gbpv=1&dq=MMORPG+thousands+simultaneous+players&pg=PA1689&printsec=frontcover). IGI Global. p. 1689. [ISBN](/source/ISBN_(identifier)) [978-1-5225-7910-6](https://en.wikipedia.org/wiki/Special:BookSources/978-1-5225-7910-6).{{[cite book](https://en.wikipedia.org/wiki/Template:Cite_book)}}: CS1 maint: multiple names: authors list ([link](https://en.wikipedia.org/wiki/Category:CS1_maint:_multiple_names:_authors_list))

1. **[^](#cite_ref-88)** Tassi, Paul. ["'World of Warcraft' Still A $1B Powerhouse Even As Subscription MMOs Decline"](https://www.forbes.com/sites/insertcoin/2014/07/19/world-of-warcraft-still-a-1b-powerhouse-even-as-subscription-mmos-decline/). *Forbes*. Retrieved 27 April 2026.

1. **[^](#cite_ref-89)** Stubbs, Mike (2 October 2018). [*eSports: The Ultimate Gamer's Guide*](https://www.google.com/books/edition/eSports/ji1eDwAAQBAJ?hl=en&gbpv=1&dq=esports+prize+audience&pg=PA1981&printsec=frontcover). HarperCollins. p. 1981. [ISBN](/source/ISBN_(identifier)) [978-0-06-289415-1](https://en.wikipedia.org/wiki/Special:BookSources/978-0-06-289415-1).

1. **[^](#cite_ref-90)** Reyes, María Cecilia; Nack, Frank (30 November 2025). [*Interactive Storytelling: 18th International Conference on Interactive Digital Storytelling, ICIDS 2025, Saint Julian, Malta, December 1–5, 2025, Proceedings, Part II*](https://www.google.com/books/edition/Interactive_Storytelling/DxWcEQAAQBAJ?hl=en&gbpv=1&dq=role-playing+games+characters+collaboratively+shape+narrative&pg=PA274&printsec=frontcover). Springer Nature. p. 274. [ISBN](/source/ISBN_(identifier)) [978-3-032-12405-0](https://en.wikipedia.org/wiki/Special:BookSources/978-3-032-12405-0).

1. **[^](#cite_ref-91)** Arnaudo, Marco (15 December 2023). [*The Tabletop Revolution: Gaming Reimagined in the 21st Century*](https://www.google.com/books/edition/The_Tabletop_Revolution/6BntEAAAQBAJ?hl=en&gbpv=1&dq=Dungeons+&+Dragons+master+adjudicates+outcomes+players+decisions&pg=PA37&printsec=frontcover). McFarland. p. 37. [ISBN](/source/ISBN_(identifier)) [978-1-4766-5193-4](https://en.wikipedia.org/wiki/Special:BookSources/978-1-4766-5193-4).

1. **[^](#cite_ref-92)** Slavicsek, Bill; Baker, Richard (8 April 2005). [*Dungeons & Dragons For Dummies*](https://www.google.com/books/edition/Dungeons_Dragons_For_Dummies/xNU7E01MCEgC?hl=en&gbpv=1&dq=master%20adjudicates&pg=PA172&printsec=frontcover). John Wiley & Sons. p. 172. [ISBN](/source/ISBN_(identifier)) [978-0-7645-9924-8](https://en.wikipedia.org/wiki/Special:BookSources/978-0-7645-9924-8).

1. **[^](#cite_ref-93)** Bowman, Sarah Lynne (13 April 2010). [*The Functions of Role-Playing Games: How Participants Create Community, Solve Problems and Explore Identity*](https://www.google.com/books/edition/The_Functions_of_Role_Playing_Games/Pn3wR74wDCgC?hl=en&gbpv=1&dq=Video+game+RPGs+single+player+format&pg=PA30&printsec=frontcover). McFarland. p. 30. [ISBN](/source/ISBN_(identifier)) [978-0-7864-5555-3](https://en.wikipedia.org/wiki/Special:BookSources/978-0-7864-5555-3).

1. **[^](#cite_ref-94)** Barton, Matt; Stacks, Shane (18 April 2019). [*Dungeons and Desktops: The History of Computer Role-Playing Games 2e*](https://www.google.com/books/edition/Dungeons_and_Desktops/7JaTDwAAQBAJ?hl=en&gbpv=1&dq=Dark+Souls+action+rpg&pg=PT546&printsec=frontcover). CRC Press. [ISBN](/source/ISBN_(identifier)) [978-1-351-27338-1](https://en.wikipedia.org/wiki/Special:BookSources/978-1-351-27338-1).

1. **[^](#cite_ref-95)** Damon, William; Lerner, Richard M.; Renninger, K. Ann; Sigel, Irving E. (30 July 2007). [*Handbook of Child Psychology, Child Psychology in Practice*](https://www.google.com/books/edition/Handbook_of_Child_Psychology_Child_Psych/xTD471221c0C?hl=en&gbpv=1&dq=psychologists+long+recognized+%22play%22+developmental&pg=PA11&printsec=frontcover). John Wiley & Sons. p. 11. [ISBN](/source/ISBN_(identifier)) [978-0-470-05055-2](https://en.wikipedia.org/wiki/Special:BookSources/978-0-470-05055-2).

1. **[^](#cite_ref-96)** Gabriel, Norman (20 February 2017). [*The Sociology of Early Childhood: Critical Perspectives*](https://www.google.com/books/edition/The_Sociology_of_Early_Childhood/TFoCDgAAQBAJ?hl=en&gbpv=1&dq=Jean+Piaget+play+%22cognitive+schemas%22&pg=RA5-PA2014&printsec=frontcover). SAGE. p. 2014. [ISBN](/source/ISBN_(identifier)) [978-1-4739-3422-1](https://en.wikipedia.org/wiki/Special:BookSources/978-1-4739-3422-1).

1. **[^](#cite_ref-97)** Hardyment, Richard (3 September 2018). [*The Wellbeing Purpose: How Companies Can Make Life Better*](https://www.google.com/books/edition/The_Wellbeing_Purpose/33tqDwAAQBAJ?hl=en&gbpv=1&dq=Mihaly+Csikszentmihalyi+flow+concentration+satisfaction&pg=PT103&printsec=frontcover). Routledge. [ISBN](/source/ISBN_(identifier)) [978-1-351-00102-1](https://en.wikipedia.org/wiki/Special:BookSources/978-1-351-00102-1).

1. **[^](#cite_ref-98)** Kesselman, George (29 November 2023). [*The Power of Play: The Game Design Approach to Transforming Employee Engagement*](https://www.google.com/books/edition/The_Power_of_Play/LIHcEAAAQBAJ?hl=en&gbpv=1&dq=game+clear+goals,+immediate+feedback,+challenges+scaled+to+the+player's+skill+level&pg=PA124&printsec=frontcover). John Wiley & Sons. p. 124. [ISBN](/source/ISBN_(identifier)) [978-1-394-22801-0](https://en.wikipedia.org/wiki/Special:BookSources/978-1-394-22801-0).

1. **[^](#cite_ref-99)** Potenza, Marc N.; Faust, Kyle; Faust, David (1 October 2020). [*The Oxford Handbook of Digital Technologies and Mental Health*](https://www.google.com/books/edition/The_Oxford_Handbook_of_Digital_Technolog/XvH6DwAAQBAJ?hl=en&gbpv=1&dq=Research+problematic+gaming+video+game&pg=PA18&printsec=frontcover). Oxford University Press. p. 18. [ISBN](/source/ISBN_(identifier)) [978-0-19-067002-3](https://en.wikipedia.org/wiki/Special:BookSources/978-0-19-067002-3).

1. **[^](#cite_ref-100)** Siuda, Piotr; Majewski, Jakub; Chmielewski, Krzysztof (11 January 2024). [*Gaming and Gamers in Times of Pandemic*](https://www.google.com/books/edition/Gaming_and_Gamers_in_Times_of_Pandemic/hfPiEAAAQBAJ?hl=en&gbpv=1&dq=2019+gaming+disorder&pg=PT128&printsec=frontcover). Bloomsbury Publishing USA. [ISBN](/source/ISBN_(identifier)) [979-8-7651-1025-6](https://en.wikipedia.org/wiki/Special:BookSources/979-8-7651-1025-6).

1. **[^](#cite_ref-101)** Loh, Christian Sebastian; Sheng, Yanyan; Ifenthaler, Dirk (13 June 2015). [*Serious Games Analytics: Methodologies for Performance Measurement, Assessment, and Improvement*](https://www.google.com/books/edition/Serious_Games_Analytics/ALrpCQAAQBAJ?hl=en&gbpv=1&dq=serious+games+medicine,+the+military,+corporate+training&pg=PA6&printsec=frontcover). Springer. p. 6. [ISBN](/source/ISBN_(identifier)) [978-3-319-05834-4](https://en.wikipedia.org/wiki/Special:BookSources/978-3-319-05834-4).

1. **[^](#cite_ref-102)** Cantot, Pascal; Luzeaux, Dominique (4 March 2013). [*Simulation and Modeling of Systems of Systems*](https://www.google.com/books/edition/Simulation_and_Modeling_of_Systems_of_Sy/ZFoNr0pQ-9wC?hl=en&gbpv=1&dq=Flight+simulators+wargames+surgical+simulation&pg=PT61&printsec=frontcover). John Wiley & Sons. [ISBN](/source/ISBN_(identifier)) [978-1-118-61695-6](https://en.wikipedia.org/wiki/Special:BookSources/978-1-118-61695-6).

1. **[^](#cite_ref-103)** Burmester, Michael (2006). [*Digital Game Based Learning: Proceedings of the 4th International Symposium for Information Design, 2nd of June 2005 at Stuttgart Media University*](https://www.google.com/books/edition/Digital_Game_Based_Learning/ga7MUECKqD0C?hl=en&gbpv=1&dq=%22game-based+learning%22&pg=PA251&printsec=frontcover). KIT Scientific Publishing. p. 251. [ISBN](/source/ISBN_(identifier)) [978-3-86644-010-4](https://en.wikipedia.org/wiki/Special:BookSources/978-3-86644-010-4).

1. **[^](#cite_ref-104)** Silhavy, Radek; Silhavy, Petr (13 October 2025). [*Software Engineering: Emerging Trends and Practices in System Development: Proceedings of 14th Computer Science On-line Conference 2025, Volume 1*](https://www.google.com/books/edition/Software_Engineering_Emerging_Trends_and/FTGPEQAAQBAJ?hl=en&gbpv=1&dq=well-designed+%22educational+games%22+significant+gains+knowledge+retention&pg=PA1&printsec=frontcover). Springer Nature. p. 1. [ISBN](/source/ISBN_(identifier)) [978-3-032-00236-5](https://en.wikipedia.org/wiki/Special:BookSources/978-3-032-00236-5).

1. ^ [***a***](#cite_ref-moral_105-0) [***b***](#cite_ref-moral_105-1) Laszlo Mero; Anna C. Gosi-Greguss; David Kramer (1998). [*Moral calculations: game theory, logic, and human frailty*](https://books.google.com/books?id=kqQjX-S1idsC). New York: Copernicus. [ISBN](/source/ISBN_(identifier)) [978-0-387-98419-3](https://en.wikipedia.org/wiki/Special:BookSources/978-0-387-98419-3).

1. **[^](#cite_ref-106)** Simon C. Benjamin & Patrick M. Hayden (13 August 2001). "Multiplayer quantum games". *[Physical Review A](/source/Physical_Review_A)*. **64** (3) 030301. [arXiv](/source/ArXiv_(identifier)):[quant-ph/0007038](https://arxiv.org/abs/quant-ph/0007038). [Bibcode](/source/Bibcode_(identifier)):[2001PhRvA..64c0301B](https://ui.adsabs.harvard.edu/abs/2001PhRvA..64c0301B). [doi](/source/Doi_(identifier)):[10.1103/PhysRevA.64.030301](https://doi.org/10.1103%2FPhysRevA.64.030301). [S2CID](/source/S2CID_(identifier)) [32056578](https://api.semanticscholar.org/CorpusID:32056578).

1. **[^](#cite_ref-107)** K.G. Binmore (1994). [*Game Theory and the Social Contract*](https://archive.org/details/gametheorysocial0001binm_1994). MIT Press. [ISBN](/source/ISBN_(identifier)) [978-0-262-02444-0](https://en.wikipedia.org/wiki/Special:BookSources/978-0-262-02444-0).

## Further reading

- Avedon, Elliot; [Sutton-Smith, Brian](/source/Brian_Sutton-Smith). *The Study of Games* (Philadelphia: Wiley, 1971), reprinted Krieger, 1979. [ISBN](/source/ISBN_(identifier)) [0-89874-045-2](https://en.wikipedia.org/wiki/Special:BookSources/0-89874-045-2).

- C. Thi Nguyen. 2020. *Games: Agency as Art*. Oxford University Press.

v t e Game genres Children Chance Gambling Guessing Outdoor Party Redemption Role-playing Skill Sport Strategy Street Tabletop Traditional Video List of game genres

Authority control databases International GND FAST National United States 2 France BnF data Japan Czech Republic 2 Spain Latvia 2 Israel Other Historical Dictionary of Switzerland NARA İslâm Ansiklopedisi Yale LUX

---
Adapted from the Wikipedia article [Game](https://en.wikipedia.org/wiki/Game) by Wikipedia contributors ([contributor history](https://en.wikipedia.org/wiki/Game?action=history)). Available under [Creative Commons Attribution-ShareAlike 4.0 International](https://creativecommons.org/licenses/by-sa/4.0/). Changes may have been made.
