We probably all have a respectable instinctive notion of exactly what a video game is. The general term "game" encompasses board games like chess and Monopoly, card video games like poker and blackjack, casino games like roulette and slot machines, military war games, computer games, different type of play among children, and the list goes on. In academic community we sometimes mention game theory, in which multiple representatives select methods and methods in order to maximize their gains within the framework of a distinct set of video game rules. When used in the context of console or computer-based home entertainment, the word "video game" usually conjures photos of a three-dimensional virtual world including a humanoid, animal or car as the main character under player control. (Or for the old geezers amongst us, possibly it evokes images of two-dimensional classics like Pong, Pac-Man, or Donkey Kong.) In his exceptional book, A Theory of Fun for Game Design, RaphKoster defines a video game to be an interactive experience that supplies the gamer with an increasingly challenging series of patterns which she or he discovers and ultimately masters. Koster'sasser-tion is that the activities of learning and mastering are at the heart of exactly what we call "enjoyable," simply as a joke becomes funny at the moment we "get it" by acknowledging the pattern.
Most 2- and three-dimensional video games are examples of exactly what computer scientists would call soft real-time interactive agent-based computer simulations. In the majority of video games, some subset of the genuine world -or a fictional world- is designed mathematically so that it can be controlled by a computer. The mathematical design is a simulation of the actual or envisioned game world.
An agent-based simulation is one where a variety of unique entities referred to as "agents" interact. This fits the description of the majority of three-dimensional computer games very well, where the representatives are vehicles, characters, fireballs, power dots and so on. Provided the agent-based nature of a lot of games, it should come as not a surprise that a lot of video games nowadays are carried out in an object-oriented, or at least loosely object-based, configuring language.
All interactive video games are temporal simulations, suggesting that the virtual video game world design is dynamic-the state of the video game world modifications with time as the game's events and story unfold. A computer game must likewise respond to unforeseeable inputs from its human gamer(s)-therefore interactive temporal simulations. Most video games present their stories and react to gamer input in actual time, making them interactive real-time simulations.
One noteworthy exception is in the classification of turn-based games like electronic chess or non-real-time method games. Even these types of games normally provide the user with some kind of real-time visual user interface.
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