Monday, April 16, 2007

freeonlinegames

A freeonlinegames is a structured or semi-structured activity, usually undertaken for enjoyment. The term "freeonlinegames" is also used to describe simulation of various activities e.g., for the purposes of training, analysis or prediction, etc., see "freeonlinegames (simulation)".
Key components of freeonlinegames are goals, rules, challenge, and interactivity. freeonlinegames generally involve mental or physical stimulation, and sometimes both. Many freeonlinegames help develop practical skills, serve as a form of exercise, or otherwise perform an educational, simulational or psychological role.
Known to have been played as far back as prehistoric times, freeonlinegames are generally distinct from work, which is usually carried out for remuneration, and from art, which is more concerned with the expression of ideas. However, the distinction is not clear-cut, and many freeonlinegames may also be considered work and/or art.
Look up freeonlinegames in Wiktionary
Ludwig Wittgenstein was probably the first to give serious thought to the definition of the word. In his Philosophical Investigations,[1] Wittgenstein demonstrated that the elements of freeonlinegames, such as play, rules, and competition, all fail to adequately define what freeonlinegames are. He subsequently argued that the concept "freeonlinegames" could not be contained by any single definition, but that freeonlinegames must be looked at as a series of definitions that share a "family resemblance" to one another.
Computer freeonlinegames designer Chris Crawford attempted to define the term freeonlinegames[2] using a series of dichotomies:
1. Creative expression is art if made for its own beauty, and entertainment if made for money. (This is the least rigid of his definitions. Crawford acknowledges that he often chooses a creative path over conventional business wisdom, which is why he rarely produces sequels to his freeonlinegames.)
2. A piece of entertainment is a plaything if it is interactive. Movies and books are cited as examples of non-interactive entertainment.
3. If no goals are associated with a plaything, it is a toy. (Crawford notes that by his definition, (a) a toy can become a freeonlinegames element if the player makes up rules, and (b) The Sims and SimCity are toys, not freeonlinegames.) If it has goals, a plaything is a challenge.
4. If a challenge has no “active agent against whom you compete,” it is a puzzle; if there is one, it is a conflict. (Crawford admits that this is a subjective test. Some freeonlinegames with noticeably algorithmic artificial intelligence can be played as puzzles; these include the patterns used to evade ghosts in Pac-Man.)
5. Finally, if the player can only outperform the opponent, but not attack them to interfere with their performance, the conflict is a competition. (Competitions include racing and figure skating.) However, if attacks are allowed, then the conflict qualifies as a freeonlinegames.
Crawford's definition may thus be rendered as: an interactive, goal-oriented activity which features opposition with which the player can interfere and is not done primarily for aesthetic or monetary concerns.
Crawford also notes (ibid.) these other definitions:
* “A form of play with goals and structure.” (Kevin Maroney)
* “A freeonlinegames is a form of art in which participants, termed players, make decisions in order to manage resources through freeonlinegames tokens in the pursuit of a goal.” (Greg Costikyan)
* “An activity with some rules engaged in for an outcome.” (Eric Zimmerman)
Freeonlinegames Single-player freeonlinegames
Single-player freeonlinegames are unique in respect to the type of challenges a player faces. Unlike a freeonlinegames with multiple players competing with or against each other to reach the freeonlinegames's goal, a one-player freeonlinegames is a battle solely against an artificial opponent, against oneself's own skills, or against chance.
Playing with a yo-yo or playing tennis against a wall is not generally recognised as playing a freeonlinegames due to the lack of any formidable opposition. However, this is not the case in a single player computer freeonlinegames where the computer provides opposition.
Freeonlinegames can be characterized by "what the player does."[2] This is often referred to as freeonlinegamesplay. Major key elements identified in this context are tools and rules which define the overall context of freeonlinegames and which in turn produce skill, strategy, and chance.
The term freeonlinegamesplay arose along the development of computer freeonlinegames designers in the 1980s, and was used primarily within the context of video or computer freeonlinegames, though now its popularity has begun to see use in the description of other, more traditional, freeonlinegames forms.
Freeonlinegames Tools
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Freeonlinegames are often classified by the components that are required to play them (e.g. a ball, cards, a board and pieces or a computer). In places where the use of leather is well established, the ball has been a popular freeonlinegames piece throughout recorded history, resulting in a worldwide popularity of ball freeonlinegames (rugby, basketball, football, cricket, tennis, volleyball). Other tools are more idiosyncratic to a certain region. Cards, for instance, display great variations between the countries of Europe where they were originally popularized. Other freeonlinegames such as chess may be traced primarily through the development and evolution of its freeonlinegames pieces.
Many freeonlinegames tools are tokens, meant to represent other things. This may be a pawn on a board, fake money, or even intangible things such as points earned by scoring a goal.
In computer freeonlinegames, the evolution of user interfaces from simple keyboard to mouse, joystick or joypad has had a profound impact to freeonlinegames development. Moreover, computer freeonlinegames can create virtual tools to be used in a freeonlinegames, such as cards or dice.
freeonlinegames such as hide-and-seek or tag do not utilise any obvious tool. Rather its interactivity is defined by the environment. freeonlinegames with the same or similar rules may have different freeonlinegamesplay if the environment is altered. For example, hide-and-seek in a school building differs from the same freeonlinegames in a park; an auto race can be radically different depending on the track or street course, even with the same cars.
Whereas freeonlinegames are often characterized by their tools, they are often defined by their rules. While rules are subject to variations and changes, enough change in the rules usually results in a "new" freeonlinegames. For instance, baseball can be played with "real" baseballs or with whiffleballs. However, if the players decide to play with only three bases, they are arguably playing a different freeonlinegames.
Rules generally determine turn order, the rights and responsibilities of the players, and win conditions. Player rights may include when they may spend resources or move tokens. Win conditions are often measured in meeting a certain quota of tokens (as in Settlers of Catan), having the greatest number of tokens at the end of the freeonlinegames (as in Monopoly), or some relationship of freeonlinegames tokens (as in chess's checkmate).
Ludwig Wittgenstein went as far as arguing that language was itself a freeonlinegames consisting of tokens governed by rough-and-ready rules that arise by convention and are not strict.[1]
freeonlinegames Skill, strategy, and chance
The emergent effect of a freeonlinegames's tools and rules applied by players is to display skill, strategy, and chance. freeonlinegames may be typified when they prominently feature one of these.
freeonlinegames of skill includes freeonlinegames of physical skill, such as wrestling, tag of war, hopscotch and target shooting, and freeonlinegames of mental skill such as checkers and chess. However, certain competitive sports such as marathons, 100m track, or gymnastics are often not recognised as freeonlinegames (though it is a part of the Olympic freeonlinegames) because the idea of testing pure physical attributes does not contain interactivity.
freeonlinegames of strategy include checkers, chess, Monopoly, go, arimaa, and tic-tac-toe. They, as in freeonlinegames of chance, often require special equipment to be played.
freeonlinegames of chance include various form of gambling freeonlinegames (blackjack, mah jong, roulette etc) and snakes and ladders as well as rock-scissor-paper. However, flipping a coin is not consider to be a freeonlinegames because pure chance determines the outcome.
However, most freeonlinegames contain various degrees of all above elements. For example, football and baseball involve both skill and strategy while poker involves strategy and chance. It is often the interaction of these elements that makes freeonlinegamesplay enjoyable.
freeonlinegames are intimately connected to culture and often have some social aspect. For example, freeonlinegames can be characterized in terms of the intended occasion of play: party freeonlinegames are played at parties, and family freeonlinegames with families. This characterization may also serve as a tool of exclusion. A drinking freeonlinegames is rarely appropriate for children, for instance, and polo requires significant investment both in terms of money and leisure time, making it a freeonlinegames of the upper class.
Some freeonlinegames are simply mind freeonlinegames. These freeonlinegames can be played anywhere ands by anyone and are spread by word of mouth. A modern day example of this is The freeonlinegames. the Object of The freeonlinegames is not to think about it. If you think about The freeonlinegames then you have lost and the losing player must announce this fact.
freeonlinegames Animals and freeonlinegames
Domestic animals have been observed playing simpler freeonlinegames such as tag, tug-of-war, and fetch. Whether this is due to instinct or conscious choice, and whether the animals are capable of the strategic thinking to interfere with their opposition, questions whether this activity is actually a freeonlinegames.
freeonlinegames Field freeonlinegames (sports)
Association football is a popular sport worldwide.
Sports are arguably the most popular type of freeonlinegames. Sports often require special equipment and playing fields or prepared grounds dedicated to their practice. This fact often requires the involvement of a community beyond the players themselves. The community may set aside such resources for the benefit of the young, such as in Little League.
Popular sports may have spectators who are entertained by just watching it. Communities often align themselves with sports teams, 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.
Stanley Fish cited the balls and strikes of baseball as a clear example of social construction, the operation of rules on the freeonlinegames's tools. While the strike zone target is governed by the rules of the freeonlinegames, 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 labeled as such by an appropriate authority, the plate umpire, whose judgment on this matter cannot be challenged within the current freeonlinegames.
Main article: Computer freeonlinegames
A computer freeonlinegames is a computer-controlled freeonlinegames. There always must also be some sort of input device, usually in the form of button/joystick combinations (on arcade freeonlinegames), a keyboard and mouse or trackball combination (computer freeonlinegames), or a controller (console freeonlinegames), or a combination of any of the above. More esoteric devices have also been used for input.
An interesting feature of computer freeonlinegames is the conceit that any freeonlinegames can be emulated as a computer freeonlinegames. Because computer freeonlinegames are simulations, every conceviable tool, environment or rules can be created. Whether or not the computer emulation possesses the same freeonlinegamesplay as the original freeonlinegames is an open question.
In more open-ended computer simulations, the player may be free to do whatever they like within the confines of the virtual universe. However, without goals and opposition, it is questionable whether these programs are freeonlinegames or toys. Noted freeonlinegames designer Will Wright is well known for making use of this 'open-ended' design philosophy, though he seems to prefer the terms 'simulation' or 'sandbox', and uses these terms almost exclusively when describing his work.
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Parcheesi is a board freeonlinegames originating in India.
Main article: Board freeonlinegames
Board freeonlinegames use as a central tool a board on which the players' status, resources, and progress are tracked using physical tokens. Such freeonlinegames often also incorporate dice and cards.
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Main article: Card freeonlinegames
Card freeonlinegames use as a central tool a deck of cards. The cards may be standard playing cards or a deck specific to the individual freeonlinegames. Many card freeonlinegames such as Uno and Rook were originally played using a standard deck and have since been published with customized decks. Most standard decks will have fifty-two cards in them. Thirteen of each suit. The four suits are clubs, spades, hearts, and diamonds. Many freeonlinegames such as go fish, crazy 8's, and others are played with a traditional deck of cards. Standard decks also include two to four jokers with them. Jokers are usually removed, but included in some particular freeonlinegames.
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Main article: Role playing freeonlinegames
Role playing freeonlinegames, often abbreviated as RPGs, is a type of freeonlinegames in which the participants assume the roles of characters and collaboratively create stories and world setting.
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