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What is Game

Emerging Approaches in Design and New Connections With Nature
An activity that is designed for a purpose. It involves the experience of play by creating its own world.
Published in Chapter:
Investigating Current Sustainability Issues Through Play and Future Scenarios: Play to Save
Ervin Garip (Istanbul Technical University, Turkey) and Ceren Çelik (Istanbul Technical University, Turkey)
Copyright: © 2022 |Pages: 20
DOI: 10.4018/978-1-7998-6725-8.ch012
Abstract
The concept of sustainability has started to take place in researches in the current period. At present, where urbanization continues rapidly, the idea of sustainability has become a necessity rather than an option. At this point, it is critical to address these current problems in design education. Sustainability should also take its place in design education. Based on these concepts, a studio structure was created at Istanbul Technical University, Department of Interior Architecture with third-year students as participants in 2021. The project is about the scope of sustainability awareness in future scenarios by teaching children the idea of sustainability. The studio proposes future scenarios with play experience and develops the idea by using scenario-based design as a design methodology. Participants were asked to design a play that creates alternatives to discuss sustainability through their works. Using this potential, the studio aimed to convey the importance of environmental sustainability to new generations in future scenarios.
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Serious Games and the Technology of Engaging Information
A game is a system in which players engage in an artificial conflict, defined by rules, that results in a quantifiable outcome ( Salen & Zimmerman, 2004 ).
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Gamification: Applications for Health Promotion and Health Information Technology Engagement
Baranowski and colleagues defined games as “a physical or mental contest with a goal or objective, played according to a framework, or rule, that determines what a player can or cannot do inside a game world” (2008).
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Serious Games: Issues and Challenges for Teaching and Training
a physical or mental contest, played according to specific rules, with the goal of amusing or rewarding the participant.
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Stories, Games, and Learning through Play: The Affordances of Game Narrative for Education
A tool with design goals (e.g., boss fights, winning) that requires interaction with an environment—virtual or real—and can include simulated elements of reality (e.g., gravity, momentum) but is not limited by parameters of the real world. Games are governed by rulesets (both designed and emergent), take full advantage of imagination and creativity, often include scoring criteria and/or measurable win/loss outcomes (e.g., competitive among multiple players, collaborative with all players working to beat the game, an individual competing against the game or herself), and are explicitly directed toward playfulness .
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Simulation, Games, and Virtual Environments in IT Education
A simulation in which people are part of the model and their decisions partially determine the outcome.
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Context-Free Educational Games: Open-Source and Flexible
A fictitious, whimsical or artificial situation in which players are put in a position of conflict. Sometimes players square off against one another and at other times they are on the same side and are pitted against other teams.
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Survive in Rating Battles
Each contest in the Survivor program consists of a different game. These games measure elements such as power and balance. The winners of the games are rewarded.
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Future Opportunities for Using Gamification in Management Education
A game is a learning strategy. The game Chess is used as a part of pedagogy to drive the idea home to the management students in several business schools. Games like Carom and Table Tennis originated in India were played by the British military officers which have later become management training pedagogies with definite objective of skill, mental alertness, and the speed along with calculations.
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Instructional Game Design Using Cognitive Load Theory
A game is a context in which individual or teamed players, bounded by rules, compete in attaining identified game objectives.
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Using Gamification to Engage Higher-Order Thinking Skills
A game is a structured experience consisting of a goal, rules, a feedback system, and voluntary participation, all built around an interconnected system.
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Motivation, Learning, and Game Design
Generally, a game is defined as a set of voluntary activities which has participants, goals, rules, and some kind of competition (physical or mental). The competition can be against oneself, others, or a computer. Salen and Zimmerman (2004) define a game as “a system in which players engage in an artificial conflict, defined by rules, that results in a quantifiable outcome” (p. 80). In their definition of a successful game, they emphasize the creation of “meaningful play” while designing a game.
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Playful Learning, Thinking Dispositions, and Daring and Challenging Play in Early Childhood
Voluntary or guided human action accompanied by tension and happiness feelings which facilitates the exploration, discovery, and enjoyment.
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Ethical Considerations for Learning Game, Simulation, and Virtual World Design and Development
Games are systems that include1.) artificial conflict spurring play, 2.) win scenarios concluding play, and 3.) a rule-based system governing play and providing interaction for players. Also known as: digital games, electronic games; similar to: analog games; associated in the manuscript with: learning games, educational games. Notable appearances of this term can be found on: 1, 3.
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Social Interaction Through Structured Play Activities and Games in Early Childhood
A structured physical or mental activity or competition that individuals participate in for fun.
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The Use of Electronic Games in Distance Learning as a Tool for Teaching and Learning
An activity with a goal and rules, in which the learner competes against others, real or imaginary, or to better their own, previous attainments.
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Game Theory for PHY Layer and MAC Sublayer in Wireless Telecommunications
Mathematical formulation where the players choose strategies that will maximize their benefit.
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Gamification Assessment: A New Experience in the Degree of Business Administration and Management
It is a free and voluntary activity, without a specific purpose, in which a person engages for entertainment, distraction, or amusement.
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Serious Games Advancing the Technology of Engaging Information
A game is a system in which players engage in an artificial conflict, defined by rules, that results in a quantifiable outcome” ( Salen & Zimmerman, 2004 ).
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From E-Learning to Games-Based E-Learning
An activity that is voluntary and enjoyable, separate from the real world, uncertain, unproductive (in that the activity does not produce any goods of external value) and governed by rules.
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Conceptual Play Spaces
According to Salen and Zimmerman (2004, p. 80), “a game is a system in which players engage in an artificial conflict, defined by rules, that results in a quantifiable outcome.”
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A Study on the Digital Game Addiction Tendency of Generation Z Individuals
Game can be defined as an event with general rules and certain purpose yet enabling frivolous individuals of the society to contact with each other that is unreal with the feeling of real.
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Clinical Use of Video Games
A voluntary activity structured by rules, with a defined outcomes or other quantifiable feedback that facilitates reliable comparisons of in-player performances.
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A Theoretical Background for Educational Video Games: Games, Signs, Knowledge
A game is a dynamical system of signs in which the player acts, independently of any consequence outside the system, in order to reach a goal assigned by the game.
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Digital Gamification in the Tourism Industry
It is an activity that includes rules for a purpose and provides people with the opportunity to enjoy themselves and socialize by taking them away from the tiredness of daily hustle and bustle.
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Reasons to Instruct Teachers on the Use of Motor Games for Learning Purposes: Teachers and Teaching Students' Opinion
An amusing activity that is both an end in itself and a means to the attainment of goals. This activity involves the interaction with the context around the child and frequently with other participants.
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Teaching Education in Values Through Games in Primary Education
A game is an activity or sport usually involving skill, knowledge, or chance, in which you follow fixed rules and try to win against an opponent or solve a puzzle.
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Effects of Computer Games on the Socialization Process and Inclination to Violence of Adolescent Students
A pursuit or activity with rules performed either alone or with others, for the purpose of entertainment.
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Unifying Instructional and Game Design
A type of play that include rules/constraints, conflict/contest, challenges, and goals (as defined by the authors).
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Learning Coding Through Gaming
A game is play, or experimenting with something by testing its boundaries within a rule set, that has an end goal.
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Resolving Wicked Problems through Collaboration
a set of rules by which members of a social system interact to achieve some purpose together.
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Educational Serious Games Design
A system in which participants compete to achieve a clearly identifiable result. The system is made up of interrelated components whose relations are rule-governed.
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Game Aspects in Collaborative Navigation of Blind Travelers
A form of competitive activity or sport played according to rules.
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Games, Gamification, and eSports Intersections Within Digital and Online Learning
An activity, form of play, or sport that has rules of engagement, measurable skills, and a clear goal
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Player Motivation and Understanding Game Dynamics
An activity structured with certain objectives, which are shared by participants, usually undertaken for enjoyment. With reference to this thesis “game” is used to describe the MMORPG’s, and activities preformed by its participants.
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Towards a Role-Playing Game Procedural Dungeon Generation Strategy to Help Developing Working Skills
Is the proposal of a fictional scenery that includes the goal(s), a set of rules and the structure of the development and the quantity of players per game (single person or by teams). A game can be played for fun or with educational purposes due the real-life simulation inside it. It can also represent unreal situations.
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Mobile Gamification Tools for Foreign Language Teaching in Higher Education
A game is a structured activity or form of play that is undertaken for enjoyment, entertainment, or competition.
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