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A game is an (often, but not always recreational) activity involving one or more players. This can be defined by either a goal that the players try to reach, or some set of rules that determines what the players can or can not do. Games are played primarily for entertainment or enjoyment, but may also serve as exercise or in an educational, simulational or psychological role.
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Although many animals play, only humans confirmably have games. Whether some animals are intelligent enough to game is debatable, though a game has ritualistic elements (such as rules and procedures) that are voluntarily acted upon, rather than as a result of instinct. The existence of rules and criteria that decide the outcome of games imply that games require intelligence of a significant degree of sophistication.
Non-human animal species may, however, engage in games whose rules and sophistication may be of such a nature as to be incapable of detection by humans in their present state of knowledge. It would, for example, seem incongruous that large brained species such as many Cetaceans and the larger hominids did not play games. Our inability to observe and understand such games should not be taken as a confirmation that they do not exist. Some courtship displays by some species of bird, such as the Black Grouse, appear to have a component which, from an anthropolgical view, might appear to be a game in which there are clearly winners and losers.
Games can involve one player acting alone, or two or more players acting cooperatively. Most often involve competition among two or more players. Taking an action that falls outside the rules generally constitutes a foul or cheating.
All through human history, people have played games to entertain themselves and others. There are an enormous variety of games; for specific information about different types of games, see the links at the end of this article.
Philosopher David Kelley, in his popular introductory reasoning text The Art of Reasoning, defines the concept "game" as "a form of recreation constituted by a set of rules that specify an object to be attained and the permissible means of attaining it." This covers most cases well, but does not quite fit with things like war games and sports , which often are not played for entertainment but to build skills for later use.
The recent popularity of video game studies has lead to renewed interest in game definitions.
In Philosophical Investigations, philosopher Ludwig Wittgenstein argued that the concept "game" could not be contained by any single definition, but that games must be looked at as a series of definitions that share a "family resemblance" to one another. Games were important to Wittgenstein's later thought; he held that language was itself a game, consisting of tokens governed by mutually agreed upon rules that governed the usage of words.
Stanley Fish, looking for a clear example of the sorts of social constructions, cited the balls and strikes of baseball as example. While the strike zone target is governed by the rules of the game, it epitomizes the category of things that exist only because people have agreed to treat them as real. No pitch is a ball or a strike until it has been labelled as such by an appropriate authority, the plate umpire, whose judgment on this matter cannot be challenged within the current game.
Many technical fields are often applied to the study of games, including probability, statistics, economics, ethnomathematics, and game theory.
Games, being a characteristic human activity strongly determined by custom and the frequent subjects of folklore, have been the subject of anthropological investigations.
While many different subdivisions have been proposed, anthropologists classify games under three major headings, and have drawn some conclusions as to the social bases that each sort of game requires. They divide games broadly into:
In addition to these basic classifications, there are mixed games; such as football, partly a game of skill and partly a game of strategy; poker, partly a game of strategy and partly a game of chance; and baseball, which combines elements of all three. Baseball Hall of Famer Casey Stengel underscored this point when he remarked, "I had many years when I was not so successful as a ballplayer, as it is a game of skill."
Games of pure skill are likely the oldest sort of game, and are found in all cultures, regardless of their level of material culture. They are associated with cultures that place a high value on individual performance and prowess.
Games of strategy require a higher material basis. They are associated with cultures that possess a written language: not surprising, since most strategy games are based on mathematics and feature the manipulation of symbols. They often require special equipment to be played. They are associated with hierarchical societies that place a high value on obedience.
Games of chance appear at a variety of levels of material culture; what they seem to share generally is a sense of economic insecurity. They are associated with cultures that place a high value on personal responsibility, keeping one's word, and maintaining personal standing in the face of misfortune; in other words, with "cultures of honor".
There is no clear line of demarcation between games and sports. Generally, sports are athletic in nature, and have an element of physical prowess, but then so do many games. For cultural anthropologists, the distinction between games and sports hinges on community involvement. Sports often require special equipment and playing fields or prepared grounds dedicated to their practice, a fact that often makes necessary the involvement of a community beyond the players themselves. Most sports can have spectators. Communities often align themselves with players of sports, who in a sense represent that community; they often align themselves against their opponents, or have traditional rivalries. The concept of fandom began with sports fans. Games amuse the players; sports amuse a broader public; in advanced material cultures, sports can be played by paid professionals. When games like chess and go are played professionally, they take on many of the characteritics of a sport.
One-person games or one-player games are sometimes called solitaire games, but this term can be easily confused with the peg game and the card game of same name.
Types of one-player games include:
main article: Game classification
Humour (Commonwealth English) or humor (American English) is the ability or quality of people, objects or situations to evoke feelings of amusement in other people. The term encompasses any form of entertainment or human communication which evokes such feelings, or which makes people laugh or feel happy.
The origin of the term derives from the humoral medicine of the ancient Greeks, which stated that a mix of fluids known as humours controlled human health and emotion.
A sense of humour is the ability to experience humour, a quality which all people share, although the extent to which an individual will personally find something humourous depends on a host of absolute and relative variables, including, but not limited to geographical location, culture, maturity, level of education and context. For example, young children (of any background) particularly favour slapstick, while satire tends to appeal to more mature audiences.
People may find monkeys/apes funny just because of what they are and how they behave.
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Examples of various different styles of humour, or techniques for evoking humour or creating a humourous situation are listed below.
The term "humour" as formerly applied in comedy referred to the interpenetration of the sublime and the ridiculous. For this reason humour is often a subjective experience as it depends on a special mood or perspective from its audience to be effective. By comparison, the use of irony creates the perception of a passage from the serious to the comic, while in humour the opposite is true. Arthur Schopenhauer lamented the misuse of the term (the German loanword from English) to mean any type of comedy.
One explanation of humour is based on the fact that a great deal of humour is a consequence of language. Language is an approximation of thoughts through symbolic manipulation, and the gap between the expectations inherent in those symbols and the breaking of those expectations leads to laughter. Irony is explicitly this form of comedy, whereas slapstick takes more passive social norms relating to physicality and plays with them. In other words, comedy is a sign of a 'bug' in the symbolic make-up of language, as well as a self-correcting mechanism for such bugs. Once the problem in meaning has been described through a joke, people immediately begin correcting their impressions of the symbols that have been mocked. This is why jokes are often funny only when told the first time.
Some claim that humour cannot or should not be explained. Author E.B. White once said that "Humor can be dissected as a frog can, but the thing dies in the process and the innards are discouraging to any but the pure scientific mind." However, attempts to do just that have been made, such as this one:
Perhaps the essence of humour lies in the presentation of something familiar to a person, so they think they know the natural follow-on thought or conclusion, then providing a twist through presentation something different from what the audience expected (see surprise), or else the natural result of interpreting the original situation in a different, less common, way. For example:
For this reason also, many jokes work in threes. For instance, a class of jokes exists beginning with the formulaic line "A priest, a rabbi, and a lawyer are sitting in a bar..." (or close variations on this). Typically, the priest will make a remark, the rabbi will continue in the same vein, and then the lawyer will make a third point that forms a sharp break from the established pattern, but nonetheless forms a logical (or at least stereotypical) response.
Notable studies of humour have come from the pens of Aristotle in The Poetics (Part V), of Sigmund Freud in Jokes and Their Relation to the Unconscious and of Schopenhauer. The French philosopher Henri Bergson wrote an essay on "the meaning of the comic", in which he viewed the essence of humour as the encrustation of the mechanical upon the living. He used as an instance a book by an English humorist, in which an elderly woman who desired a reputation as a philanthropist provided "homes within easy hail of her mansion for the conversion of atheists who have been specially manufactured for her, so to speak, and for a number of honest folk who have been made into drunkards so that she may cure them of their failing, etc." This idea seems funny because a genuine impulse of charity as a living, vital impulse has become encrusted by a mechanical conception of how it should manifest itself.
A Bergsonian might explain puns in the same spirit. Puns classify words not by what lives (their meaning) but by mechanics (their mere sound).
There also exist linguistic and psycholinguistic studies of humour, irony, parody and pretence. Prominent theoreticians in this field include Raymond Gibbs, Herbert Clark, Michael Billig, Willibald Ruch, Victor Raskin, Eliot Oring, and Salvatore Attardo. Although many writers have emphasised the positive or cathartic effects of humour some, notably Billig, have emphasises the potential of humour for cruelty and its involvement with social control and regulation.
Users of some psychoactive drugs tend to find humour in many more situations and events than one normally would.
One notable trait of Australians (perhaps inherited from the British) lies in their use of deadpan humour, in which the joker will make an outrageous or ridiculous statement without giving any explicit signs of joking. Americans visiting Australia have gained themselves a reputation for gullibility and a lack of a sense of humour by not recognising that tales of kangaroos hopping across the Sydney Harbour Bridge exemplify the propensity for this style of leg-pulling.
A number of science fiction writers have explored the theory of humour. In Stranger in a Strange Land, Robert A. Heinlein proposes that humour comes from pain, and that laughter is a mechanism to keep us from crying. Isaac Asimov, on the other hand, proposes (in his first jokebook, Treasury of Humor) that the essence of humour is anticlimax: an abrupt change in point of view, in which trivial matters are suddenly elevated in importance above those that would normally be far more important.
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