GAMES

Popular Video Game Subgenres

Games are the pastimes of choice for millions of people all over the world. Some of the most popular games are card, board, puzzle, arcade, sports, word and strategy games. A popular game is a well structured, usually planned out a form of play, often undertaken for fun or entertainment, and at times used as an educational instrument. Games are different from work, which normally are performed for monetary remuneration, and from cooking, which is primarily an expression of artistic or creative elements. The activities in games are generally planned out by the end user or the developer, who has a goal in mind, and a clear direction in which the game will take. However, the purpose of this article is not to discuss the uses of games as a leisure or pastime, but to consider what we can learn from these activities.

GAMES IN THE HOUSETOP: Games in the homes are increasingly computer-based activities, with increasing numbers of board games, video games, word and strategy games, as well as arcade games. Computer games give the user the experience of being part of the story, while interaction with the computer is limited only by the speed of the connection, the memory capacity of the computer and by the skills of the user. Computer games give the user a simulated reality within the constraints of a computer system. They also provide an opportunity for learning new skills.

GAMES IN YOUR Lifestyle: Computer games make it easy to engage in activities that you might normally do in your own life, without necessarily having to be near a computer. For example, games make it easy to build friendships, to plan family holidays, to prepare meals, to shop and to read. Many computer users have found that they are able to read a newspaper, watch television, surf the internet or even play a game while they are traveling on business or pleasure. Computer games give the user a simulated reality in the absence of other people.

GAMES THAT TOTALLY DEVELIZE AND UNVEIL: Computer games in this subgenre include the narrative-rich, non-linear stories of plot-driven branching worlds and subgenres such as sci-fi and action/adventure. The player assumes the role of a protagonist in a story that unfolds around them. For example, in turn-based strategy games, the player has a limited number of action points, which are obtained by completing missions, fulfilling goals and exploring the environment. As in real life, the more points you have, the more options open up to you. You can move on to another mission, start a character and do everything that is available to you in that story. Computer games in this subgenre are usually very complex and are designed to provide the user with a heightened sense of engagement.

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