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sorr8/24, 2:38 PM Game - Wikipedia
0) WikirepiA
There Encyclopedia
WikrreDiA
Game
A game is a structured type of play, usually undertaken for
entertainment or fun, and sometimes used as an educational
tool.27 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).
4
Games are sometimes played purely for enjoyment, sometimes for 8 s
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. A toy and a game are not the same. Toys
generally allow for unrestricted play whereas games present rules
for the player to follow.
nt Egyptian senet game board
inscribed for Amen
UL with
separate sliding drawer, from 1390
to 1353 BC, made of glazed faience,
dimensions:
7.7 * 21cm, in
Museum (New York
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.
Attested as early as 2600 BC,/21l3] games are a universal part of human experience and present in all
cultures. The Royal Game of Ur, Senet, and Mancala are some of the oldest known games.!4!
Definitions
Ludwig Wittgenstein
Ludwig Wittgenstein was probably the first academic philosopher to address the definition of the
word game. In his Philosophical Investigations,! Wittgenstein argued that the elements of games,
such as play, 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
hitps:en wikipedia orgwikiGame ana10824, 2.95 Pm Game - Wikipedia
bear to one another only what one might call family resemblances. As the following game 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.!°1
Roger Caillois
French sociologist Roger Caillois, in his book Les jeux et les hommes (Games and Men)(1961),!71
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
Chris Crawford
Game designer Chris Crawford defined the term in the context of computers.[8] Using a series of
dichotomies:
1. Creative expression is art if made for its own beauty, and entertainment if made for money,
2. Apiece of entertainment is a plaything if it is interactive. Movies and books are cited as examples
of non-interactive entertainment.
3. Ifno goals are associated with a plaything, itis a toy. (Crawford notes that by his definition, (a) a
toy can become a game element if the player makes up rules, and (b) The Sims and SimCity are
toys, not games.) ifit has goals, a plaything is a challenge.
4. Ifa 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 games with noticeably algorithmic
artificial intelligence can be played as puzzles; these include the patterns used to evade ghosts in
Pac-Man.)
5. Finally, ifthe player can only outperform the opponent, but not attack them to interfere with their
performance, the conflict is a competition. (Competitions include racing and figure skating.)
However, if attacks are allowed, then the conflict qualifies as a game.
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 games are not necessarily
undertaken for monetary gain.
Other definitions
= "Voluntary effort to overcome unnecessary obstacles.” Bernard Suits“)
= "Agame 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)!"°l According to this
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Game - Wikipedia
definition, some "games" that do not involve choices, such as Chutes and Ladders, Candy Land,
and War are not technically games any more than a slot machine is.
* "Agame is a form of play with goals and structure." (Kevin J. Maroney)!1]
= "Agame 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)!"2]
= "Agame is an activity among two or more independent decision-makers seeking to achieve their
objectives in some limiting context." (Clark C. Abt)(‘3]
= "Atiits 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)l"4]
= "To play a game 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." (Berard Suits)!"5]
= "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)(*6]
Gameplay elements and classification
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
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, 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 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.
Aselection of pieces from different
games. From top: Chess pawns,
Games such as hide-and-seek or tag do not use any obvious tool;
rather, their interactivity is defined by the environment. Games
with the same or similar rules may have different gameplay if the
hitps:en wikipedia orgwikiGame
marbles, Monopoly tokens,
Monopoly hot
ers pieces.
anatorrti24, 8:98 pm ame - Wikipedia
environment is altered. For example, hide-and-seek in a school building differs from the same game
ina park; an auto race can be radically different depending on the track or street course, even with the
same cars.
Rules and aims
Games are often characterized by their tools and 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,
scoring techniques, preset boundaries, and each player's goals.
The rules of a game may be distinguished from its aims.!2748] For most competitive games, the
ultimate aim is winning: in this sense, checkmate is the aim of chess.("9 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 one's game 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 the game, but is not alone
sufficient to win the game.
An aim identifies a sufficient condition for successful action, whereas the rule identifies a necessary
condition for permissible action.“8] 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
seore 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 game
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 game's 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, hopscoteh, target
shooting, and stake, and games of mental skill such as checkers and chess. Games of strategy include
checkers, chess, Go, arimaa, and tic-tae-toe, and often require special equipment to play them. Game:
of chance include gambling games (blackjack, Mahjong, 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.
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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. Many games described as "single-player" may be termed actually puzzles or
recreations.
Multiplayer games
A multiplayer game is a game of several players who may be
independent opponents or teams. Games with many independent
players are difficult to analyze formally using game theory as the
players may form and switch coalitions.!2°] The term "game" in
this context may mean either a true game played for
entertainment or a competitive activity describable in principle by
mathematical game theory.
The Card Players by Lucas van
Game theory Leyden (1520) depicting a
John Nash proved that games with several players have a stable ™liplayer card game
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 games. Nash's stable solution is known as the Nash equilibrium. (24)
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, no good general theory has yet been developed.{24)
In quantum game theory, it has been found that the introduction of quantum information into
multiplayer games allows a new type of equilibrium strategy not found in traditional games. The
entanglement of player's choices can have the effect of a contract by preventing players from profiting
from what is known as betrayal.!22!
Types
Games can take a variety of forms, from competitive sports to board games and video games.
Sports
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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.
Popular sports may have spectators who are entertained just by
watching games. 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 their opponents or have traditional rivalries.
The concept of fandom began with sports fans.
‘Tug of war is an easily organized,
impromptu game that requires litle
equipment.
Lawn games
Lawn games are outdoor games 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 games that
are traditionally played on a sports field are marketed as "lawn
games" for home use in a front or back yard. Common lawn games
include horseshoes, sholf, croquet, bocce, and lawn bowls.
Association football is a popular
sport worldwide.
Tabletop games
A tabletop game is a game where the elements of play are confined
to a small area and require little physical exertion, usually simply
placing, picking up and moving game pieces. Most of these games are played at a table around which
the players are seated and on which the game's elements are located. However, many games falling
into this category, particularly party games, are more free-form in their play and can involve physical
activity such as mime. Still, these games do not require a large area in which to play them, large
amounts of strength or stamina, or specialized equipment other than what comes in a box.
Dexterity and coordination games
This class of games includes any game in which the skill element involved relates to manual dexterity
or hand-eye coordination, but excludes the class of video games (see below). Games 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 specialized tables or other self-contained modules on which the game is played. The
advent of home video game systems largely replaced some of these, such as table hockey, however air
hockey, billiards, pinball and foosball remain popular fixtures in private and public game rooms.
These games 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 games are
popular as drinking games. In addition, dedicated drinking games such as quarters and beer pong also
involve physical coordination and are popular for similar reasons.
Board games
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Board games 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 games that simulate war are
board games (though a large number of video games have been
created to simulate strategic combat), and the board may be a map
on which the players’ tokens move. Virtually all board games
involve “turn-based” play; one player contemplates and then
makes a move, then the next player does the same, anda player
; weet Parchees is an American
can only act on their turn. This is opposed to "real-time" play as is oo ion of s Pachisl erginatng
found in some card games, most sports and most video games. whine
Some games, such as chess and Go, are entirely deterministic,
relying only on the strategy element for their interest. Such games 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 the game (such as a card draw or die roll). Children's
games, on the other hand, tend to be very luck-based, with games 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 games since there are no decisions to make which affect the outcome. Many other
games 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 the game, which is
independent of any other player; the "game" then is actually a "race" by definitions such as
Crawford's.
Most other board games combine strategy and luck factors; the game of backgammon requires players
to decide the best strategic move based on the roll of two dice. Trivia games have a great deal of
randomness based on the questions a person gets. German-style board games are notable for often
having rather less of a luck factor than many board games.
Board game groups include race games, roll-and-move games, abstract strategy games, word games,
and wargames, as well as trivia and other elements. Some board games 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 games
Card games use a deck of cards as their 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 game skat), a tarot deck of 78 cards (used in
Europe to play a variety of trick-taking games collectively known
as Tarot, Tarock or Tarocchi games), or a deck specific to the
individual game (such as Set or 1000 Blank White Cards). Uno
and Rook are examples of games that were originally played with a Playing Cards, by Theodoor
standard deck and have since been commercialized with — Rombouts, 17th century
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customized decks. Some collectible card games 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 games include a deck of cards as a gameplay element, normally for randomization or to
keep track of game progress. Conversely, some card games such as Cribbage use a board with movers,
normally to keep score. The differentiation between the two genres in such cases depends on which
clement of the game is foremost in its play; a board game using cards for random actions can usually
use some other method of randomization, while Cribbage can just as easily be scored on paper. These
elements as used are simply the traditional and easiest methods to achieve their purpose.
Dice games
Dice games use a number of dice as their central element, Board
games often use dice for a randomization element, and thus each
roll of the dice has a profound impact on the outcome of the game,
however dice games are differentiated in that the dice do not
determine the success or failure of some other element of the
game; they instead are the central indicator of the person's
standing in the game. Popular dice games include Yahtzee, Farkle,
Bunco, Liar's dice/Perudo, and Poker dice. As dice are, by their
very nature, designed to produce apparently random numbers,
these games 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
games are thus popular as gambling games; the game of Craps is
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
pethaps the most famous example, though Liar's dice and Poker"
dice were originally conceived of as gambling games.
Domino and tile games
Domino games are similar in many respects to card games, 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
games 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 game. Muggins, Mexican Train,
and Chicken Foot are very popular domino games. Texas 42 is a domino game more similar in its play
toa "trick-taking" card game.
Variations of traditional dominoes abound: Triominoes are similar in theory but are triangular and
thus have three values per tile. Similarly, a game known as Quad-Ominos uses four-sided tiles.
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Some other games use tiles in place of cards; Rummikub is a variant of the Rummy card game 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 game very similar to Rummy that uses a
set of tiles with card-like values and art.
Lastly, some games use graphical tiles to form a board layout, on which other elements of the game
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 the
game is played by "building" the board tile-by-tile. Hive, an abstract strategy game 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 games
Pencil and paper games require little or no specialized equipment other than writing materials,
though some such games have been commercialized as board games (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 games vary widely, from games centering on a design being drawn such as
Pictionary and "connect-the-dots" games like sprouts, to letter and word games such as Boggle and
Scattergories, to solitaire and logic puzzle games such as Sudoku and crossword puzzles.
Guessing games
A guessing game 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 game 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 game shows such as Win,
Lose or Draw, Password and $25,000 Pyramid.
Video games
Video games are computer- or microprocessor-controlled games. Computers can create virtual spaces
for a wide variety of game types. Some video games simulate conventional game 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 game uses one or more input devices, typically a button/joystick combination (on
arcade games); a keyboard, mouse or trackball (computer games); or a controller or a motion
sensitive tool (console games). More esoteric devices such as paddle controllers have also been used
for input.
There are many genres of video game; the first commercial video game, Pong, was a simple simulation
of table tennis. As processing power increased, new genres such as adventure and action games 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 game, which is generally
limited to "turn-based" strategy; this advantage allows video games to simulate situations such as
hitps:en wikipedia orgwikiGame ana10824, 2.95 Pm ame -Wikipaia
combat more realistically. Additionally, the playing of a video game does not require the same
physical skill, strength or danger as a real-world representation of the game, and can provide either
very realistic, exaggerated or impossible physics, allowing for elements of a fantastical nature, games
involving physical violence, or simulations of sports. Lastly, a computer can, with varying degrees of
success, simulate one or more human opponents in traditional table games such as chess, leading to
simulations of such games that can be played by a single player.
In more open-ended video games, such as sandbox games, a virtual environment is provided in which
the player may be free to do whatever they like within the confines of a particular game's universe.
Sometimes, there is a lack of goals or opposition, which has stirred some debate on whether these
should be considered "games" or "toys". (Crawford specifically mentions Will Wright's SimCity as an
example of a toy.)!81
Online games
Online games 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 their games as
for their 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 games are played using an Internet connection; some have dedicated client programs,
while others require only a web browser. Some simpler browser games appeal to more casual game-
playing demographic groups (notably older audiences) that otherwise play very few video games.(23]
Role-playing games
Role-playing games, often abbreviated as RPGs, are a type of game in which the participants (usually)
assume the roles of characters acting in a fictional setting. The original role playing games — 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 games include, for
example, Dungeons & Dragons and GURPS.
The term role-playing game has also been appropriated by the video game industry to describe a
genre of video games. These may be single-player games 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 games. Single-player games include Final
Fantasy, Fable, The Elder Scrolls, and Mass Effect. Online multi-player games, often referred to as
massively multiplayer online role playing games, 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./24]
Business games
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Business games can take a variety of forms, from interactive board games to interactive games
involving different props (balls, ropes, hoops, etc.) and different kinds of activities. The purpose of
these games is to link to some aspect of organizational performance and to generate discu:
business improvement. Many business games focus on organizational 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.
ns about
Simulation
‘The term "game" can include simulation!?51[26] or re-enactment of various activities or use in "real
life" for various purposes: e.g., training, analysis, prediction. Well-known examples are war games
and role-playing. The root of this meaning may originate in the human prehistory of games deduced
by anthropology from observing primitive cultures, in which children's games mimic the activities of
adults to a significant degree: hunting, warring, nursing, ete. These kinds of games are preserved in
modern times.
See also
= Game club — Association of people united by a common interest or goal
* Game mechanics — Construct, rule, or method designed for interaction with a
game's state
= Gamer — Hobbyist who plays video games
= Girls! games and toys — Subset of toy and games that appeal to female children
= History of games
= Learning through play - Concept in education and psychology
«= List of games — Overview of and topical guide to games
= Ludeme — Basic unit of play
= Ludibrium - Latin word
= Ludology — Study of games and the act of playing them
= Ludomania— Repetitive gambling despite demonstrable harm and adverse consequences
= Mobile game — Video game played on a mobile device
= N-player game — a game with n-players, typically used in contrast to 2-player games
= Personal computer game - Electronic game played on a personal computer
GA Games portal
References
1. "Definition of GAME" (https://www.merriam-webster.com/dictionary/game). Merriam-Webster.
Retrieved 7 May 2017
2. Soubeyrand, Catherine (2000). "The Royal Game of Ur" (http:/www.gamecabinet.convhistory/Ur.h
tml). The Game Cabinet. Retrieved 5 October 2008.
3. Green, William (19 June 2008). "Big Game Hunter" (https://web.archive.orgiweb/2008062012551
8/http:/Awww.time.com/time/specials/2007/article/0,28804,1815747_1815707_1815665,00 html).
2008 Summer Journey. Time. Archived from the original (http://www.time.com/time/specials/2007/
article/0,28804,1815747_1815707_1815665,00.himl) on 20 June 2008. Retrieved 5 October
2008.
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5.
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Further reading
= Avedon, Elliot; Sutton-Smith, Brian. The Study of Games (Philadelphia: Wiley, 1971), reprinted
Krieger, 1979. ISBN 0-89874-045-2
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