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GNS theory is an informal field of study developed by Ron Edwards which attempts to create a unified theory of how role-playing games work. Focused on player behavior, in GNS theory participants in role-playing games organize their interactions around three categories of engagement: Gamism, Narrativism and Simulation.
Social network games frequently monetize based on virtual good transactions, but other games are emerging that utilize newer economic models. An example of is Empire Avenue , a virtual stock exchange where players buy and sell shares of each other's social network worth.
More formally, it is "the study of mathematical models of conflict and cooperation between intelligent rational decision-makers." [1] An alternative term suggested "as a more descriptive name for the discipline" is interactive decision theory. [2] Game theory is mainly used in economics, political science, and psychology, as well as logic and ...
Recreation is an essential part of human life and finds many different forms which are shaped naturally by individual interests but also by the surrounding social construction. [2] Recreational activities can be communal or solitary, active or passive, outdoors or indoors, healthy or harmful, and useful for society or detrimental.
An online game is a video game that is either partially or primarily played through the Internet or any other computer network available. [1] Online games are ubiquitous on modern gaming platforms, including PCs, consoles and mobile devices, and span many genres, including first-person shooters, strategy games, and massively multiplayer online role-playing games (MMORPG). [2]
Computer-mediated communication (CMC) is defined as any human communication that occurs through the use of two or more electronic devices. [1] While the term has traditionally referred to those communications that occur via computer-mediated formats (e.g., instant messaging, email, chat rooms, online forums, social network services), it has also been applied to other forms of text-based ...
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When The Sims was released in 2000, it was referred to as "almost the only game of its kind". [1] But there are several important precursors to The Sims and the social simulation genre. Firstly, the game's creator Will Wright acknowledged the influence of Little Computer People, [2] a Commodore 64 game from 1985.