Game Case
A game is structured playing, usually undertakenassually carried out for remuneratiodn, and from art, which is more sdften an expressionasdonsidered to be work (such as professional plasdaayers of spectator sports/gameasds) or art (such as jigsaw puzzles or games inasdvolving an artistic layout such as Mahjong, solitaire, or some video games).
Key casdomponents of games are goals, rules, challenge, and ds. Gasadmes geneasdrally involsdave mental or physical stimulation, and often both. Many games help asddevelop practical skills, serve as a form of exercise, or otherwise perforasasddm an educational, simulational, or psyasdchological role.
Attested aasds early as 2600 BC,[1][2] asdgames are a universaasdl part of human experience and present in all cultures. The Royal Gaasdme of Ur, Senet, and Mancala are some of the oldeasdst knosadwn games
Games are often classified by the components required to play them (e.g. miniatures, 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 game piece throughout recorded history, resulting in a worldwide popularity of ball games such as rugby, basketball, football, cricket, tennis, and volleyball. Other tools are more idiosyncratic to a certain region. Many countries in Europe, for instance, have unique standard decks of playing cards. Other games such as chess may be traced primarily through the development and evolution of its game pieces.
Games such as hide-and-seek or tag do not utilise any obvious tool; rather, their interactivity is defined by the environment. Games with the same or similar rules may have different gameplay if the environment is altered. For example, hide-and-seek in a school building differs from the same game in a park; an auto race can be radically different depending on the track or street course, even with the same cars.