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A game is a structured form of play, usually undertaken for enjoyment and sometimes used as an
educational tool.[1] Games are distinct from work, which is usually carried out for remuneration, and
from art, which is more often an expression of aesthetic or ideological elements. However, the
distinction is not clear-cut, and many games are also considered to be work (such as professional players
of spectator sports or games) or art (such as jigsaw puzzles or games involving an artistic layout such as
Mahjong, solitaire, or some video games).
Games are sometimes played purely for entertainment, 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 game may constitute their own audience as they take their turn to play.
Often, part of the entertainment for children playing a game is deciding who is part of their audience
and who is a player.

Key components of games are goals, rules, challenge, and interaction. Games generally involve mental
or physical stimulation, and often both. Many games help develop practical skills, serve as a form of
exercise, or otherwise perform an educational, simulational, or psychological role.
French sociologist Roger Caillois, in his book Les jeux et les hommes (Games and Men),[7] 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
Games can be characterized by "what the player does."[8] This is often referred to as 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 pawns, marbles, Monopoly tokens,
dominoes, Monopoly hotels, jacks and draughts pieces.

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

Many game tools are tokens, meant to represent other things. A token may be a pawn on a board, play
money, or an intangible item such as a point scored.
https://en.wikipedia.org/wiki/Game#Gameplay_elements_and_classification

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

Whereas games are often characterized by their tools, they are often defined by their rules. While rules
are subject to variations and changes, enough change in the rules usually results in a "new" game. For
instance, baseball can be played with "real" baseballs or with wiffleballs. However, if the players decide
to play with only three bases, they are arguably playing a different game. There are exceptions to this in
that some games deliberately involve the changing of their 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, and
each players goals. Player rights may include when they may spend resources or move tokens. Common
win conditions are being first to amass a certain quota of points or tokens (as in Settlers of Catan),
having the greatest number of tokens at the end of the game (as in Monopoly), or some relationship of
ones game tokens to those of ones opponent (as in chess's checkmate).
Skill, strategy, and chance

A games tools and rules will result in its requiring skill, strategy, luck, or a combination thereof, and are
classified accordingly.

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

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

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If the computer is merely record-keeping, then the game may be validly single-player.

Many games described as "single-player" may be termed actually puzzles or recreations.

Permainan adalah bentuk terstruktur bermain, biasanya dilakukan untuk kesenangan dan kadang-
kadang digunakan sebagai alat pendidikan. [1] permainan berbeda dari pekerjaan, yang biasanya
dilakukan untuk remunerasi, dan dari seni, yang lebih sering merupakan ekspresi dari unsur-
unsur estetika atau ideologis. Namun, perbedaan tidak jelas, dan banyak permainan juga
dianggap sebagai kerja (seperti pemain profesional penonton olahraga atau permainan) atau seni
(seperti teka-teki jigsaw atau permainan yang melibatkan tata letak yang artistik seperti
Mahjong, solitaire atau beberapa video game).
Permainan yang kadang-kadang dimainkan semata-mata untuk hiburan, kadang-kadang untuk
prestasi atau hadiah juga. Mereka dapat diputar sendirian, tim, atau online; oleh amatir atau
profesional. Para pemain dapat memiliki penonton bebas-pemain, seperti ketika orang dihibur
oleh menonton Kejuaraan Catur. Di sisi lain, pemain dalam permainan mungkin merupakan
penonton mereka sendiri karena mereka mengambil giliran mereka untuk bermain. Sering kali,
Bagian dari hiburan untuk anak-anak yang bermain game adalah memutuskan yang merupakan
bagian dari penonton mereka dan pemain.

Komponen kunci dari permainan adalah tujuan, aturan, tantangan, dan interaksi. Permainan ini
biasanya melibatkan rangsangan mental atau fisik, dan sering keduanya. Banyak permainan
membantu mengembangkan keterampilan praktis, berfungsi sebagai bentuk latihan, atau
sebaliknya melakukan peran pendidikan, simulational, atau psikologis.
Perancis sosiolog Roger Caillois, di nya buku Les jeux et les hommes (permainan dan laki-laki),
[7] didefinisikan permainan sebagai aktivitas yang harus memiliki karakteristik sebagai berikut:

menyenangkan: aktivitas dipilih untuk karakter cahaya-hati


terpisah: itu adalah dibatasi dalam waktu dan tempat
pasti: hasil dari aktivitas tidak terduga
non-produktif: Partisipasi tidak mencapai sesuatu yang berguna
diatur oleh peraturan: aktivitas memiliki aturan yang berbeda dari kehidupan sehari-hari
fiktif: diiringi dengan kesadaran akan realitas yang berbeda
Permainan dapat dicirikan oleh "pemain apa." [8] ini sering disebut sebagai gameplay. Unsur-
unsur kunci utama yang diidentifikasi dalam konteks ini adalah alat dan aturan yang menentukan
konteks keseluruhan permainan.
Alat
Sebuah pilihan potongan-potongan dari permainan yang berbeda. Dari atas: buah catur bidak,
kelereng, monopoli token, Domino, monopoli Hotel, Jack dan Dam.

Permainan sering diklasifikasikan oleh komponen-komponen yang diperlukan untuk bermain


mereka (misalnya miniatur, bola, kartu, papan dan lembar atau komputer). Di tempat di mana
https://en.wikipedia.org/wiki/Game#Gameplay_elements_and_classification

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penggunaan kulit mapan, bola telah sepotong permainan populer sepanjang sejarah,
mengakibatkan popularitas di dunia bola permainan seperti rugby, bola basket, sepak bola,
kriket, Tenis dan voli. Alat lain lebih istimewa untuk daerah tertentu. Banyak negara di Eropa,
misalnya, memiliki unik standar deck kartu remi. Lain permainan seperti catur dapat ditelusuri
terutama melalui pengembangan dan evolusi dari potongan-potongan permainan.

Banyak alat-alat permainan adalah bukti, dimaksudkan untuk mewakili hal-hal lain. Token dapat
menjadi pion di papan, uang bermain atau tidak berwujud item seperti titik mencetak.

Permainan seperti petak umpet atau tag tidak memanfaatkan alat yang jelas; Sebaliknya,
interaktivitas mereka didefinisikan oleh lingkungan. Permainan dengan aturan yang sama atau
mirip mungkin memiliki gameplay yang berbeda jika lingkungan yang berubah. Sebagai contoh,
petak umpet di gedung sekolah berbeda dari permainan yang sama di sebuah taman; auto ras
dapat berbeda tergantung pada jalur atau jalan lapangan, bahkan dengan mobil yang sama.
Aturan

Sedangkan permainan sering ditandai dengan peralatan mereka, mereka sering didefinisikan oleh
aturan mereka. Sementara aturan variasi dan perubahan, cukup mengubah dalam aturan biasanya
hasil dalam permainan "baru". Sebagai contoh, bisbol dapat dimainkan dengan "nyata" bola atau
dengan wiffleballs. Namun, jika para pemain memutuskan untuk bermain dengan hanya tiga
basis, mereka boleh dibilang bermain permainan yang berbeda. Ada pengecualian untuk ini yang
sengaja beberapa permainan melibatkan perubahan aturan mereka sendiri, tetapi bahkan
kemudian sering ada meta-aturan abadi.

Aturan ini umumnya menentukan sistem-menjaga waktu, hak dan kewajiban para pemain, dan
tujuan masing-masing pemain. Pemain hak mungkin termasuk ketika mereka mungkin
menghabiskan sumber daya atau memindahkan Token. Umum kondisi menang sedang pertama
untuk mengumpulkan tertentu kuota poin atau bukti (seperti Settlers of Catan), memiliki jumlah
terbesar dari tanda-tanda di akhir permainan (seperti monopoli), atau beberapa hubungan token
permainan bagi satu lawan satu (seperti sekakmat catur 's).
Keterampilan, strategi dan kesempatan

Alat permainan dan aturan akan mengakibatkan yang membutuhkan keterampilan, strategi,
keberuntungan, atau kombinasi daripadanya, dan diklasifikasikan sesuai.

Permainan keterampilan termasuk game keterampilan fisik, seperti gulat, kelemahan, hopscotch,
target shooting, dan saham, dan permainan keterampilan mental seperti catur dan catur.
Permainan strategi catur, catur, pergi, arimaa dan tic-tac-toe, dan sering memerlukan peralatan
khusus untuk bermain mereka. Permainan kesempatan termasuk perjudian permainan (blackjack,
mah-jongg, rolet, dll), serta ular tangga dan batu, kertas, gunting; sebagian besar membutuhkan
peralatan seperti kartu atau dadu. Namun, kebanyakan permainan berisi dua atau tiga elemen ini.
https://en.wikipedia.org/wiki/Game#Gameplay_elements_and_classification

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Sebagai contoh, sepak bola Amerika dan bisbol melibatkan keterampilan fisik dan strategi
sementara tiddlywinks, poker, dan monopoli menggabungkan strategi dan kesempatan. Banyak
card dan permainan papan menggabungkan semua tiga; Kebanyakan trik-mengambil permainan
melibatkan keterampilan mental, strategi dan unsur kesempatan, seperti melakukan berbagai
permainan papan strategis seperti risiko, Settlers of Catan dan Carcassonne.
Permainan pemain tunggal

Kebanyakan permainan memerlukan beberapa pemain. Namun, Permainan pemain tunggal unik
dalam hal jenis pemain menghadapi tantangan. Tidak seperti permainan dengan beberapa pemain
bersaing dengan atau melawan satu sama lain untuk mencapai tujuan permainan, Permainan satu
pemain adalah semata-mata melawan unsur lingkungan (lawan buatan), terhadap sendiri
keterampilan, melawan waktu, atau terhadap kesempatan. Bermain dengan sebuah yo-yo atau
bermain tenis dinding tidak umumnya diakui sebagai bermain karena kurangnya ada oposisi
yang tangguh.

Jika komputer hanya pencatatan, maka permainan mungkin sah pemain tunggal.

Banyak permainan yang digambarkan sebagai "single-player" dapat disebut sebenarnya teka-teki
atau rekreasi.

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