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— CH. 1 · INTRODUCTION —

Game

~7 min read · Ch. 1 of 6
6 sections
  • A game is an activity defined by a challenge and a set of rules, and scholars still cannot agree on what one truly is. The Royal Game of Ur and Senet date back to at least 2600 BCE, yet no single definition of the thing they belong to has ever achieved universal acceptance. That tension sits at the heart of this story. How can something so ancient and so universal resist a clean explanation? Games appear in every human culture. They have served as entertainment, teaching, ritual, and socialization across millennia. Today the global video game industry earns more in annual revenue than film and music. To understand why games matter this much, it helps to start where the philosophers got stuck.

  • Ludwig Wittgenstein, in his Philosophical Investigations, argued that the usual elements of games fail to define them. Play, rules, and competition each break down when you press on them. He concluded that people apply the word game to disparate activities that share only what he called family resemblances. No single thread runs through them all.

    Bernard Suits took the opposite approach in Grasshopper: Games, Life and Utopia, published in 1978. To play a game, he wrote, is to bring about a specific state of affairs using only means permitted by rules, where those rules prohibit more efficient methods in favour of less efficient ones. Suits called the player's state of mind the lusory attitude, the willingness to accept unnecessary obstacles in order to play at all.

    The French sociologist Roger Caillois set out six characteristics in Les jeux et les hommes, published in 1961. A game, he wrote, is fun, separate, uncertain, non-productive, governed by rules, and fictitious. It is circumscribed in time and place, its outcome unforeseeable, and it accomplishes nothing useful while carrying an awareness of a different reality.

    Greg Costikyan framed a game as a form of art in which players make decisions to manage resources through tokens in pursuit of a goal. By that standard, Chutes and Ladders, Candy Land, and War are not really games, no more than a slot machine is. Other thinkers narrowed it differently. Jane McGonigal argued that strip away the genre and technology, and all games share four traits: a goal, rules, a feedback system, and voluntary participation.

  • A cuneiform tablet from the 2nd century BCE preserved the rules of the Royal Game of Ur, making it the earliest recorded game design. The game came from ancient Mesopotamia around 2600 BCE. Across the centuries that followed, boards spread and evolved into forms we still recognize.

    Senet, played in ancient Egypt, mattered enough to be painted into tomb artwork, with board fragments found from approximately 3100 BCE. A board inscribed for Amenhotep III, who reigned around 1390 to 1353 BCE, survives intact. Senet carried religious significance, its board representing the pathway through the netherworld. Both it and the Royal Game of Ur were race games and precursors to backgammon.

    Go appears in written accounts in East Asia as early as the Spring and Autumn period, and its strategic complexity resisted computation until the deep learning advances of AlphaGo. Mancala, a count-and-capture game, has Neolithic versions found in Jordan from approximately 6900 BCE. Chess traces to the Gupta Empire of India around the 6th century CE, with chaturanga a likely ancestor, spreading through Persia as chatrang and reaching Europe via Moorish Spain by roughly the 15th century.

    Playing cards may date to Tang dynasty China, between 618 and 907 CE, arriving in Europe through the Mamluk Sultanate in the 14th century. Pachisi, played in the Mughal court, became the basis for Parcheesi and Ludo, while the Aztecs of Central America played a race game called patolli. Centuries later, Pong arrived as the first commercially successful arcade video game in 1972, opening a new chapter entirely.

  • Games are often classified by what the player does, a quality usually called gameplay, built on tools and rules. Game tokens are the means used to manage resources and reach goals: pieces on a board, cards in a hand, characters in a role-playing game. The ball has been a popular game piece for millennia, giving rise to rugby, basketball, soccer, cricket, tennis, and volleyball.

    Game rules specify how actions are allowed to work, and they can be distinguished from a game's aims. The aim of chess is checkmate, but it is not a rule that a player must checkmate whenever possible. An aim names a sufficient condition for success, while a rule names a necessary condition for permissible action. Common win conditions include reaching a quota of points as in Settlers of Catan, holding the most tokens at the end as in Monopoly, or a relationship between your tokens and an opponent's as in chess.

    In Nomic, invented by the philosopher Peter Suber, the rules can change mid-play. Players' turns include proposing rule changes and voting on them. Most games avoid such recursion and sit somewhere along the chance and skill spectrum. Chess rewards skill, Candy Land runs on luck, and backgammon mixes strategy with the roll of the dice. Settlers of Catan offers several paths to victory, letting players switch strategies and feel a greater sense of autonomy.

  • Association football is the world's most popular sport by participation, with 250 million players across more than 200 countries. Sports are competitive games of physical skill with accepted rules, often demanding special equipment and dedicated fields. That need draws in a community far larger than the players themselves, and a city may set aside resources to organize leagues. Local and national teams become arenas for group identity and civic pride in municipal rivalries. Lawn games like croquet, bocce, and boules spread in the late 19th century as leisurely outdoor recreation.

    Tabletop games are designed to be played on a table, spanning board, card, and dice games. Abstract strategy games such as chess and Go are determined entirely by player moves, while race games like Parcheesi and backgammon add dice. In the 21st century, Eurogames emphasized efficient resource management over direct conflict, and tens of thousands of tabletop games have launched on the crowdfunding platform Kickstarter to pay for production.

    Standard 52-card decks support trick-taking games such as bridge and whist, while regional variants include French-suited 32-card decks, tarot-derived 78-card decks, and Italian 40-card decks. Magic: The Gathering pioneered the collectible card game in 1993, where players build decks and compete, and the market reached 1.5 billion dollars in 2021. Dice games like Yahtzee, Farkle, and craps run on randomized rolls, and dominoes use draw-and-play mechanics with tiles.

    Video games use electronic devices and became commercially available in the 1970s, though earlier titles included Tennis for Two and Spacewar!. Massively multiplayer online role-playing games can hold thousands of players in one virtual world, with World of Warcraft once holding a 36 percent market share. Esports give away millions of dollars in prize money to audiences of millions. The role-playing game itself began in 1974, when Gary Gygax and Dave Arneson created Dungeons and Dragons, where a dungeon master adjudicates what the rules do not cover.

  • Mihaly Csikszentmihalyi gave a name to the feeling that good games produce: flow, a state of intense concentration and total immersion that boosts life satisfaction. To reach it, games offer clear goals, immediate feedback, and a balance between challenge and skill. Jean Piaget described play as a way to experiment with cognitive schemas and assimilate experience, while Lev Vygotsky emphasized its power to build communicative, narrative, and representational competence in children.

    In 2019, the World Health Organization designated gaming disorder as a mental disorder, citing health problems, sleep loss, and social isolation. Research into problematic gaming has grown alongside the industry. Serious games run in a different direction, designed for training, education, or health care rather than entertainment. Flight simulators train pilots, mission rehearsals serve military planners, and laparoscopic simulators prepare surgeons.

    John Nash proved that games with several players have a stable solution, provided coalitions between players are disallowed. He won the Nobel Prize for economics for the result, which extended von Neumann's theory of zero-sum games, and the solution became known as the Nash equilibrium. Allow cooperation and the analysis grows far harder; despite partial success in economics, politics, and conflict, no good general theory has yet emerged. In quantum game theory, entangling players' choices can act like a contract, preventing anyone from profiting through betrayal, a kind of equilibrium that the oldest boards in Jordan and Mesopotamia never imagined.

Common questions

What is the definition of a game?

A game is an activity defined by a challenge and a set of rules, typically done for enjoyment, competition, or development. Scholars have long debated the essence of games, and no single definition has achieved universal acceptance.

What are the oldest known games in history?

The Royal Game of Ur and Senet are among the oldest known games, dating back to at least 2600 BCE. The Royal Game of Ur came from ancient Mesopotamia around 2600 BCE, and Senet was played in ancient Egypt with board fragments found from approximately 3100 BCE.

How did Ludwig Wittgenstein describe games?

Ludwig Wittgenstein argued in his Philosophical Investigations that elements such as play, rules, and competition all fail to adequately define games. He concluded that people apply the term game to disparate activities that share only what he called family resemblances.

What was the first role-playing game and who created it?

Dungeons and Dragons was the first role-playing game, created by Gary Gygax and Dave Arneson in 1974. Players enact fictional characters while a dungeon master adjudicates situations the rules do not cover.

Why did John Nash win the Nobel Prize for game theory?

John Nash proved that games with several players have a stable solution provided that coalitions between players are disallowed. He won the Nobel Prize for economics for this result, which extended von Neumann's theory of zero-sum games and became known as the Nash equilibrium.

What is flow in the psychology of games?

Flow is a state of intense concentration and total immersion named by Mihaly Csikszentmihalyi, which boosts life satisfaction. Games help players reach flow by offering clear goals, immediate feedback, and a balance between challenge and skill.

All sources

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