University XP
Games-Based Learning
This article will explore the player journey. It’ll start by defining this term and outline reasons for its importance. The player experience is an important aspect of the player journey. Therefore, it’ll be examined in depth as it relates to individual motivations and how they affect both goals and achievements during the player journey.
This article will examine progression systems in games closely. It’ll start by defining these systems and why they are so important. Different types of progression systems will be covered as well as how common features of progression systems are present in games. The core loop, as well as goals and objectives of games are tightly connected to progression systems. Therefore, these disparate areas will be connected and related to how different examples of progression systems use them in concert with one another.
This article will define what we mean by “game state” from multiple different perspectives. It will discuss different characteristics and types of game states and the roles that they play for commercial and applied games. Game states often are tightly related to the game rules and mechanics. These two aspects will be discussed in depth in addition to other “tangible” elements of games play such as game objects, movement, and environmental states.
This article will define player engagement and relate it to its roots in understanding player motivation. Player engagement has most to do with the amount of time that players engage with the game and how their investment best relates to the player experience. That player’s experience is informed by multiple sources. They include interaction and how players augment the game; how players receive and interpret feedback, and how challenges and difficulty are scaffolded and presented to players through games and games-based learning.
We don’t often think about when we first started playing games. Or really the “first” game that we ever played. Most players are preoccupied with the game that they are playing “now” or the game that they will play next. Yet, we don’t stop to think about what we already know about games and how we’ve applied that to learning and experiencing new games.
This article will first define choice architecture as well as discuss its relationship between how choices are structured and its impact on consumers (users, learners, and players). The underlying philosophies of choice architecture will be explained as well as how they inform choice structure.
This article discusses games as liminal spaces. But prior to diving into that, it will first define “liminality” as well as provide some of the most critical characteristics of liminal spaces. Liminality will be reviewed from multiple disciplines as well as situate the term in relation to transformation and transition. Liminality can be experienced in multiple different modalities and in different places and stages. Therefore, this article will examine liminal experiences in physical spaces as well as non-physical ones.
This article will define tactics and strategy and then compare the two in both structure and application. Both tactics and strategy have a specific and special relationship with one another. This relationship often defines the philosophic considerations of what exactly goes into tactical and strategic decision making. This relationship will be explored through several different examples of tactics across different domains.
This article will explore and define the term “casual players.” In understanding casual players, we must first review and examine casual games. So, casual games will be defined along with relevant characteristics of casual games such as complexity, mechanics, and theme.
What makes the “ideal” board games player? Some say that it takes someone who fully understands the rules. Others would say that it’s more about those who pay attention to the game rather than be subjected to distractions. Some feel that it’s tactical play and strategic thinking that makes the ideal tabletop player.
This article will also cover how game goals work in concert with player agency and how designers can take advantage of player skill development while simultaneously mitigating luck and randomness. The player experience represents the defining factor for players engaging with games for learning; so, player feedback loops as well as how failure is addressed will also be considered.
This article will review these characteristics of analysis paralysis as well as how individuals make choices and the framework in which they come to those decisions. The results and solutions to those decisions will be discussed as well as how the overall speed of the process is fluid in the face of players’ motivations, frameworks, and goals.
This article will define the use and purpose of the term “strategy game” and how the term “strategy” affects and influences both game structure and the decision making framework for players. Strategy in games is addressed differently dependent on game type. Therefore, this article will address strategy in abstract games, war games, video games, simulations, idiogames, euro table top games, and team games.
This article will first define what Yomi is as well as how it influences and affects the prediction of actions of opponents and other players. The minds, motivations, and strategies of other players will be discussed as well as how it influences Yomi. Yomi in relation to strategy and how it affects expert players will be covered as well as how all players can examine and study their own actions for their own player development.
This article will address the steps necessary for adapting games for learning. It’ll cover why educators should first adapt games for games-based learning. Challenges that educators often face with adaptation will be addressed as well as how a strategy can be outlined for game adaptation.
This article outlines and describes the flow state in the player experience. It’ll also explain the most important and influential reasons for designing for flow. Flow state is comprised of a balance of goals and feedback and how both are reflected and influenced by perceptual control. So, this article will examine how these disparate elements work together to help players engage in that state.
This article covers the concept of player relevance in depth. Specifically, it defines the term “player relevance” for the context of this article. Player agency and its relationship to player relevance will be covered and discussed. The decision space and individual motivations are equally important for determining player relevance. Therefore, this article will discuss both in relationship to the player journey.
This article will review scaffolding in both an educational and games-based context. Uses of scaffolding will be discussed as well as how it affects and influences individuals’ learning and metacognition. Like many things games-based learning related; scaffolding relates highly to the learner and player experience. So time will be spent relating scaffolding to the experiences of the individuals learning and playing.
This article will define game balance for the purposes of this discussion. Game balance will be addressed as a factor in game design. Game balance strategies will also be covered from a development standpoint. Game balance also plays a critical role in defining and shaping the player experience. Therefore, game balance will be addressed as a factor that is both experienced and interpreted by players. Finally, game balance principles will be covered as it relates to the design process and its relationship to player agency and competency
This article will review why players reflect. It includes an in-depth analysis of players’ reflection in games-based learning as well as how introspection plays a role in game play. Reflection is compared to metacognition and the overall effect this has in its affect on the player experience.
This article will provide an overview on debriefing as well as the fundamental reasons why debriefing should be included in games-based learning. Games-based learning is part of the experiential learning cycle. So, a connection on this method of teaching and learning will be made as well as how instructors can outline goals for debriefing.
This article will define expectancy theory as well and describe its origins for understating human motivation and behavior. Motivation will also be covered as a facet of the educational process as well as expectancy theory’s origins in management as a way to better connect employee performance and rewards.
This article will explore some larger concepts such as “What is meaning?” More specifically, the article will attempt to define what meaning making is as well as how it is connected to meaningful play. Developing an understanding about how making occurs is important to addressing how meaning making and learning are connected. Only then can meaning making through games and game play be further explored. This article will discuss the meaning making process for players in games; game structure; and game mechanics.
This article will review the use of games-based learning as well as reiterate the main reasons why you should consider using it in your teaching and instruction practice. Games-based learning as a student centered approach will be discussed as well as how gameful applications can be explored in education.
This article will review and define serious games. A brief history of serious games will be shared along with some of the best reasons for using serious games in teaching and learning. The impact and ramifications of using serious games in the classroom will be discussed as well as the role that educators play in integrating serious games in their practice.
This article will address how to design games with players in mind. There are multiple things to take into consideration when designing games. They include player diversity; learning styles; and player motivations.
This article provides an overview of how you can teach someone to play a game. It describes game literacy as a starting place for helping someone learn how to play a new game. Often, the game that you select should work well for player types, tastes, and experiences.
This article will define and outline what a kingmaking scenario is. A history of kingmaking will be discussed as well as reasons that it may arise in different situations. Kingmaking as a spoiling tactic in game mechanics will also be covered. Kingmaking in tournament situations and table top games will be included. Finally, kingmaking can have an adverse impact on both player agency and the player experience. Both areas will be discussed in addition to how kingmaking takes effect in scenarios outside of games.
This article will examine game play; player experience; and game design focused around the player count for games. Games will be divided up and examined by player count in this article which includes single player games; two player games; four player games; small group games of 5-8 players; big group games of 8+ players; mega games; and massive multiplayer online games. Game size and the player experience will be examined in addition to how to integrate player count in game design. Games sometimes include “dummy” player mechanics. These dummy players mimic or replicate other players in the game. These mechanics and how they are reflected in the player experience will be examined.
Game-based learning stands to revolutionise education by seamlessly merging the engaging world of games with innovative teaching, not just gamifying learning but edu-flying games, fostering cognitive skills and emotional well-being through challenges, collaboration, and adaptive technology, making it a holistic approach for the 21st-century educational landscape.
Investigations center on gaming platforms like Roblox. According to the Australian Federal Police, Australian children are being targeted by extremists who are infiltrating online gaming platforms.
Little has been written about Tears of the Kingdom's narrative developments and how the new traversability of Zelda has necessitated a new approach to storytelling. Previous Zelda games guided players to complete dungeons in order and gain new abilities before conquering the final boss.
For the uninitiated, Dungeons & Dragons is a tabletop role-playing game in which players roll dice to improvise a fantastical adventure. According to Nation, this "Distance" can be extremely useful in a therapy setting, since players can explore real-life problems without the potential discomforts of a one-on-one counseling session.
From simple pixelated graphics to immersive virtual reality experiences, the evolution of video games has been truly remarkable. In this article, we will explore the fascinating journey of video games, from the early days of pixels to the current era of virtual reality.
From ancient times to the modern day, board games have been a source of entertainment, education and intellectual stimulus for centuries. We take a look at the fascinating history of board games.
The complimentary class was offered to human resource professionals and focused on finance in preparation for budget season. No doubt, these professionals see the value of speaking the all-important language of business: finance.
With AI taking personalisation to new levels, AI-powered gamification has made learning even more learner-centric, individualised and more engaging than ever. AI-powered gamification increases student engagement and motivation in several ways.
In today's technology-driven world, educators are constantly seeking innovative ways to keep students engaged and motivated in the learning process. Gamify Learning offers a wide range of benefits for both students and educators.
"Video games are the pre-eminent art form of this century," Brock Henderson, video game developer and designer, said.
In addition to immediate performance benefits, incorporating gamification into learning and development programs results in increased engagement among learners, ensuring their commitment to completing the training program.
That's not good, according to Victoria Loerzel '07PhD, a professor in UCF's College of Nursing who has been researching older adults with cancer for over a decade. This is why Loerzel and a team of researchers developed an innovative educational game for older adults with cancer.
In an innovative approach to enhance medical knowledge and skills, MedPage Today launched its first-ever educational game center called the Break Room. The platform features several games, including Wordosis, Wordectomy, and the daily game, Spell Check-Up. MedPage Today, a leading medical news website, is the brain behind this innovative initiative.
Some leaders in the gaming industry want to push back against that narrative by creating games that encourage users to form communities as part of the gameplay. The idea is that by fostering more human interactions, games can promote positivity and openness, bringing people together instead of pushing them apart.
For some stroke patients, home-based video game therapy may be just as effective as other popular forms of in-person physical therapy, according to new research.
The popularity of games and play-based learning has waxed and waned in the traditional American classroom, according to Alicia Miller, a science educator from Evans, Georgia, who's always used "Hands-on" activities in her classroom.
What was once considered mere entertainment has evolved into a powerful educational approach known as "Playful learning." This innovative method leverages games and gamified experiences to enhance educational outcomes, engaging students in immersive, interactive, and effective learning experiences.
The key to this is knowing what drives them to use your app in the first place, and to that end, I like to turn to the 8 Core Drives outlined by Yu-Kai Chou in his highly practical book "Actionable Gamification." Before we dive into these 8 drives, first a couple words of skepticism.
We still too often talk about video games as escapes - little playthings that are big business but often considered not as serious as their media peers. Our critics and reporters select their favorite TV shows, movies, albums, songs, books, theater, art shows and video games of the year.
As an accounting expert, I've seen firsthand the transformative power of gamification in finance. Learning accounting is often seen as challenging, but a case study involving 50 undergraduate accounting students from Taylor's University sought to change this perception by integrating gamification into the curriculum.
Traumatic brain injury can cause severe cognitive impairments, making rehabilitation challenging. Researchers started a retrospective study to design a customized serious game-based cognitive rehabilitation system for brain injury patients.
The importance of a motivated and cohesive cannot be overemphasized in today's competitive corporate world. As Steve Jobs famously stated in an interview "Great things in business are never done by one person, they're done by a team of people".
The Genzero campaign is accessible through the ValuesCo web app, serving as a platform for participants to embark on impactful actions aligned with campaign goals. Nonprofit organizations contribute actions, creators present these actions to their audiences, and brands incentivize actions through sweepstakes, products, experiences, and donations.
A new study by our top-rated Computer Science department proposes an innovative model aimed at facilitating collaboration between educators and video game designers in order to create more effective game-based learning tools.
British schoolchildren are set to learn about the Israel-Palestine conflict thanks to a computer game devised in Denmark. Global Conflicts: Checkpoints lets players take on the role of journalists reporting from the conflict.
Welcome to an open house of the MIT Game Lab, where play and experimentation are joined by serious inquiry about the gaming industry and its role in society. The Game Lab's work is designed to help students think critically about the games they've often been playing for years without considering the values they might project, and to prepare them to engage in thoughtful design practices themselves.
Exploring the world of gamified learning is akin to embarking on a thrilling adventure, where the conventional boundaries of education blur, giving way to interactive and engaging experiences. Beneath the surface of gamified learning lies a complex web of mechanics designed to captivate and motivate students.
One of the benefits of gamification in LMS is its ability to boost learner engagement. Gamification in LMS also plays a massive role in improving learner motivation. Another advantage of using gamification in LMS is its ability to reinforce learning.
Gamification can encourage students to take ownership of their learning Game-based learning promotes creativity, collaboration, and problem-solving in an immersive digital environment See related article: Digital tools are sticking around-here's the right way to leverage technology For more news on gamification, visit eSN's Digital Learning page Students don't have to be video game fanatics to appreciate a gamified classroom lesson.
The energy supplied by homes and municipalities in Spain comes from various sources, including hydroelectric, nuclear, photovoltaic, wind, coal, gas, etc. The person in charge of supervising and managing the energy consumed in our country is Red Eléctrica through the Electrical Control Center.
Episode Summary:
In this episode of "Experience Points" Dave Eng interviews Andrew Harris, a game designer, therapist, and educator behind The Guild Chronicles program. Andrew discusses the origins of The Guild Chronicles, a transformative game-based learning program he developed, which combines tabletop RPG elements with therapeutic and educational objectives. The program focuses on fostering social-emotional growth, collaboration, and teamwork among autistic youth. Andrew explains how the game mechanics encourage players to work together, solve challenges, and develop skills in a safe and engaging environment. He highlights the narrative elements that make the intervention unique and effective, helping players learn and grow through shared experiences. To learn more, visit GuildChronicles.com.
On today’s episode, we’ll answer the question: What is Choice Architecture? Both life and games are full of choices. Some of us approach those choices head on. Others take their time to come to rational conclusions about what choices are best for them. Yet others don’t put that much stake into the outcome of their choices.
In this episode, Dave Eng and Sue Baechler discuss the impact of learning games. Sue Baechler shares her journey from creating a sales game that broke records to starting her own learning game business. They delve into the Bottom Line Game at CVS, an educational board game that aimed to enhance profitability understanding. The game's mechanics involved challenges and opportunities on a game board, mirroring real-world scenarios. CVS used it for training new store managers for over five years. Sue also talks about the evolution of her All In Game, an inclusive online planning tool developed with Focus Games post-COVID-19. It aims to foster collaborative action planning for teams. The game can be tried for free on the Focus Games website.
In this episode of AP Table Talk, hosts Brian and Dave Eng focus on rondel games, where players move along a circular track to take actions. Dave introduces "Patchwork" as a significant game he played early in his relationship. They discuss games like "Sabika," highlighting rondel mechanics and unique elements. They mention thematic considerations, player count dynamics, tie-breakers, and variations in game mechanics. Dave and Brian also touch on games with changing rondel layouts and explore twists in mechanics, such as action resolution prior to moving. They conclude by reflecting on the accessibility and strategic choices offered by rondel mechanics.
In this podcast episode, host Dave Eng discusses educational games and their integration into traditional lectures with guest Silviana Falcon. Silviana shares her experience of using educational games as fundamental components of her lectures over eight years. She emphasizes the value of creating a welcoming learning environment through interactive games that foster camaraderie and teamwork among students. One of the games she uses, "StarPower" by Garry Shirts from 1969, simulates a three-tier society based on wealth, enabling students to experience power dynamics and economic decisions. Silviana's approach involves gradually introducing games to engage students and enhance their understanding. The episode underscores the benefits of well-chosen educational games for deeper learning.
On today’s episode, we’ll discuss the concepts of Liminality, Transition, and Games. The term “liminal space” may not be familiar to you. But if you’ve ever made a transition from a physical place; a mental space; or experience anything that you would ever consider “life changing” or “transformative” then you may have already experienced “liminality.” But what exactly is liminality? Why is it important? How does it relate to games, learning, and games-based learning?
In this podcast episode, host Dave Eng interviews Clayton Whittle, a researcher, educator, and environmentalist. Clayton's work centers around using game design to educate and motivate action in the realm of environmental education. He discusses his role as a past resident fellow at Pennsylvania State University, focusing on developing game design frameworks for environmental education. He emphasizes the importance of moving beyond designing for behavior and towards empowering informed and motivated action. Clayton highlights the potential of virtual reality (VR) and augmented reality (AR) in environmental education. VR can create visceral experiences for policymakers, while AR can engage players in real-world based play that drives awareness and action. The episode underscores the value of technology in fostering environmental consciousness and activism.
On today’s episode, we’ll answer the question “What are Tactics?” Tactics are one of those concepts often discussed by gamers and designers alike. Especially when it comes to addressing playstyles, design, and competition. Tactics are often compared to strategy in this regard. But what exactly are tactics and how do they compare against strategy and strategic decisions?
In this episode of the Experience Points podcast, host Dave Eng interviews Terry Pearce, founder of Untold Play, a games-based learning expert. Pearce discusses how he helps trainers, educators, and designers incorporate gamification into learning programs. He highlights his work with organizations like HSBC and the NHS, adapting complex topics like project management into interactive games. Pearce shares his process of tailoring existing materials using gamification principles, mentioning frameworks like Octalysis and Lazzaro's Four Keys to Fun. Listeners can connect with Terry Pearce through his website www.UntoldPlay.com or on LinkedIn for more insights into games-based learning and gamification.
On today’s episode, we’ll answer the question “Who are Casual Players?” Casual players are often one of the most sought-after demographics for many in the games industry. They are players that often represent various backgrounds and have a vast array of experiences with games. But who exactly are casual players and what exactly defines them?
In this episode, Dave Eng speaks with Stefan McNinch, a former elementary education teacher turned game designer who founded UnBoxEd, a nonprofit program using board games to engage low-income students in social-emotional learning, history, STEM, and entrepreneurship. Stefan shares his experience using games-based learning, including RPGs, to empower students to take ownership of their education and explore their identities through character development. He discusses the challenges of dealing with diverse student personalities and the importance of understanding individual experiences to create effective learning experiences. The episode emphasizes the value of personalized learning and using player types to enhance classroom management and behavioral learning.
On today’s episode, we’ll answer the question “What makes the Ideal Board Game Player?” What makes the “ideal” board games player? Some say that it takes someone who fully understands the rules. Others would say that it’s more about those who pay attention to the game rather than be subjected to distractions. Some feel that it’s tactical play and strategic thinking that makes the ideal tabletop player.
On today’s episode, we’ll answer the question “What makes the Ideal Board Game Player?” What makes the “ideal” board games player? Some say that it takes someone who fully understands the rules. Others would say that it’s more about those who pay attention to the game rather than be subjected to distractions. Some feel that it’s tactical play and strategic thinking that makes the ideal tabletop player.
On today’s episode we’ll answer the question “What are Game Goals and Objectives?” Games provide players, users, and learners with opportunities and aspects for interaction for them to engage and pursue a specific outcome. Sometimes those outcomes are set by the players themselves. Especially, if they want something from their experience.
On today’s episode we’ll answer the question “What is Analysis Paralysis?” Virtually all games have decisions that need to be made. Some of those decisions are dependent on player goals; motivations; or otherwise incentives for them to accomplish.
On today’s episode we’ll answer the question “What is Strategy in Gameplay?” In-depth strategy is one of the hallmarks of intense video games, war games, simulations, and other forms of games that persist through popular culture. The term “strategy” is one that exists beyond games and can be found in everything from military planning; to business; to personal development.
On today’s episode we’ll answer the question “What is Yomi?” There are many reasons why people play games. One of the most engaging reasons that some play is to compete against other players. There is a visceral thrill to competing; outmaneuvering; outthinking; and eventually winning against other competitive players.
In this episode of "Experience Points" by University XP, Dave Eng and Naomi Pariseault discuss the educational value of the board game "HerStory." They explore its gameplay mechanics, the connection to learning design, and its potential as a tool for teaching and learning. The game allows players to become authors, writing a book about remarkable women in history. They delve into the game's abstraction of research and its tight connection to the goal of publishing. Both Dave and Naomi also discuss the game's accessibility, its potential for serious games in education, and how it inspires players to tell women's stories.
In this episode of AP Table Talk, Brian and Dave discuss pick-up and deliver games. They start by reminiscing about their experiences with such games, including their favorite titles like Bus and Flash Point: Fire Rescue. They also mention other notable games like Clank! and Earth Reborn. They share their likes and dislikes about the pick-up and deliver mechanic, highlighting the importance of clear objectives and significant gameplay. They discuss variations within the genre, such as hidden movement combined with pick-up and deliver mechanics. The episode concludes with a discussion on the efficiency of pick-up and deliver mechanics.
In this episode of Experience Points by University XP, host Dave Eng interviews Dr. Ray Kimball, the founder of 42 Educational Games Coaching and Design. Kimball discusses his experience teaching at West Point and how he incorporated games into his curriculum. He also talks about his decision to retire from the army and start 42Ed Games to help higher education faculty integrate games into their teaching. Ray explains how he assesses classroom and institutional contexts to find the best game for a particular faculty member and how he helps faculty members design educational games. Kimball emphasizes the importance of understanding institutional context when selecting games for a faculty member and shares examples of how different institutions may require different types of games. Ray’s approach offers faculty members an easy way to integrate games into their teaching while ensuring that the games are a good fit for their institution.
On today’s episode we’ll answer the question “How do I Adapt Games for Learning?” Most people know games as vehicles for fun, entertainment and socialization. Elements of games – through gamification – can also be used to augment, change, and influence individuals behaviors. Those behaviors can affect the way that they interact, shop, and travel.
In this episode of AP Table Talk, Brian and Dave Eng discuss board games that utilize the Mancala mechanic, which involves moving pieces along a board with hollows or pockets. They start by reminiscing about Dave’s childhood memories of playing Mancala with his mom's old board. They then explore modern board games that have popularized this mechanic, such as Five Tribes and Trajan. They also discuss other games like Crusaders: Thy Will Be Done and Fruit Picking, which offer variations of the Mancala mechanic.
On today’s episode we’ll answer the question “How do you Design Games for Flow State?” Flow is a very sought after experience in game design. It’s really engaging and enthralling because players lose a sense of time and space when they are in the flow state. They become lost and completely enveloped in the game world.
In the first episode of AP Table Talk, a podcast that explores board games, Brian and Dave Eng discuss the Grid Coverage mechanic. They define the mechanic as players covering a grid or filling a space using various shapes such as polyominoes. Some of the games that they discuss which use this mechanic include Patchwork, Blokus, Copenhagen, Cultivate, Silver and Gold, and Tiny Towns. Brian and Dave also discuss the strengths and weaknesses of the mechanic, such as the strong core loop and the potential for it to be luck-dependent. They mention twists on the mechanic, such as enforced fill order and the extension of Grid Coverage upwards.
On today’s episode we’ll answer the question “What is Player Relevance?” Players play games for multiple different reasons. Many of those reasons have to do with their sense of intrinsic or extrinsic motivation. No matter the reason, all players play games because they find them relevant. For themselves, as well as for their player character, and through their journey throughout the game.
On today’s episode we’ll answer the question “What is Player Scaffolding?” Many people can just jump right into games. They take one look at it and they already “get it” and know how to play. Whereas other people need a little bit of help. Sometimes this comes in the form of instruction; teaching; or learning from other players.
In this podcast episode, Dave Eng and his cousin Brian discuss their new podcast called AP Table Talk. They explain that the show will explore different board game mechanics such as area control and deck building, and they will discuss the history and design variations of each mechanic. They also share their early memories of playing board games separately and together, including games like Monopoly, Hero Quest, Risk, and Life. They talk about how they got into gaming and how they used to play together with their family and friends.
On today’s episode we’ll answer the question “What is Game Balance?” Many gamers often don’t think about “balance” when playing a game. But they should. That’s because balance creates and shapes what should be a positive player experience. But what exactly is “game balance?” How is it created and designed in games; games-based learning; and gamification?
On today’s episode we’ll answer the question “What is Player Reflection?” Games-based learning is a form of experiential learning. Through games-based learning players experience something concrete such as game play. Instructors, educators, and moderators then lead learners through debriefings in order help them best make sense of that experience. That debriefing also includes some kind of player reflection of that experience.
On today’s episode we’ll answer how to Debrief Games-Based Learning. Using games for teaching and learning is the basis for games-based learning. But, educators and instructors don’t just play games with students or ask their students to play games. Instead, games serve as a critical and fundamental part of the curriculum for helping learners grow. That’s accomplished by making sure that a proper debriefing has occurred after game play.
One of the hardest and most difficult questions that can be asked about games is what they are and how they are defined. The answers, responses, and philosophies regarding these big questions are as diverse and varied as those who have sought to define them. Therefore, this article will attempt another take on defining games and discussing their meaning and interaction for the people that play, define, apply, and share them.