Game Design – The encyclopaedia Britannica


Game Design – The encyclopaedia Britannica

A game is generally a structured form of simulated play, usually undertaken solely for fun or entertainment, and at times used as an educational instrument. Most games are discretely different from real work, which is often carried out for recreation, and from literature, which is typically more than an expression of artistic or aesthetic thoughts. Computer games are usually more popular than other media, perhaps because the player spends most of the time in a virtual world rather than in a real office or classroom. Computer games can include tasks such as puzzle solving, racing, card games, predicting the future, and others. There are literally thousands of different types of computer games, developed for different markets such as casual games, adventure games, dress up games, and more.

In an article in the Encyclopaedia Britannica, edited by Elizabeth Dunn and published in 2001, several individuals were asked to define the meaning of the game. The resulting list was long and interesting, with contributors from academia, the arts, commercial industries, education, and everyday people being involved. The list included terms like “activity” and “exercise”, as well as a variety of words denoting different types of play. These included games like word-games, logic games, mathematical and cross-platform games, sports games, motor games, and so on.

In an essay included with the encyclopaedia Britannica, Patricia Bauchmann provides an example of a game called Bitten Fingernails, intended for use by school-aged children. The children must click on a square located around a picture of a ladybug. Each click makes the ladybug bite one of the children’s fingers. When the last finger is bitten, the game ends. The result is that the last digit of each finger must be red, if it’s green, otherwise it becomes brown.

Another game included in the encyclopaedia is Britannica is an adaptation of a game originally developed for a math class in Harvard University. The rules are simple enough to be understood by most people. The encyclopaedia entry for this game recalls the well-known fact that if the number of bites taken by a ladybug is more than her ten lovers, she must lose ten points (hence the name “ten lovers”).

While these two examples demonstrate the wide variety of material covered by the encyclopedic articles, another common theme throughout the collection is that of information architecture. This term refers to the practice of designing information systems, or using information technology to manage information, with an eye towards architecture. A clear example of this is the structure of the New York Stock Exchange, whose three main exchanges-the New York Board of Trade (NYSE), the American Stock Exchange (AMEX) and the NASDAQ -all have been chosen by the editorial staff as representative examples of information architecture. These firms rely on a number of different components, including computer applications, telecommunications networks, and a whole host of others, to allow them to function. Similarly, the encyclopedia article on the stock markets includes a list of the stock indexes and indices that constitute the basis for the NYSE and the AMEX.

Information architecture, of course, does not in any way exhaust itself. In fact, it is an ongoing project, dependent upon an increased understanding of how business information systems actually work. One major contribution of the encyclopaedia Britannica was to popularize the term ‘architecture’, with the publication of the encyclopaedia article on the topic. It was also instrumental in popularizing the term ‘computer software’ and the field of ‘network engineering’. Given the range and depth of information technology research, the field continues to grow and develop at an impressive clip.

Recognizing the Two Types of Love

Love is a broad collection of emotional behaviors and feelings characterized by emotional intimacy, passion, commitment, and emotional love. It typically involves close sharing, caring, intimacy, trust, protection, affection, and romance. Love is frequently associated with a host of positive emotions, such as excitement, happiness, joy, peace, and fulfillment. In rare instances, love can also include fear or anger.


It’s important to note that love is really just one of these “conditions.” People can fall in love with one person in a long-term relationship and remain deeply in love with another person only for a short time period. And neuroscientists have proven that when a person enters a committed relationship, the brain consistently creates a pattern that enables your mind to respond with desire and sexual interest. This may be one reason that lovers often find it difficult to fall out of love.

Love and relationships are not symmetrical, so it’s possible to fall in love more easily than to maintain a long-term relationship. While long-term relationships require time and effort, falling in love is much simpler. The primary difference between long-term relationships and love is that love requires more time and patience. While falling in love is often experienced as if you’re just falling off of a honeymoon, this feeling is actually a neurological trigger that signals the body to release certain chemicals (especially oxytocin) that produce feelings of affection and intimacy. However, in a relationship, these hormones are released in a regular and ongoing cycle.

Neuroscientists have theorized that people who demonstrate high levels of intimacy and closeness are more likely to exhibit characteristics of psychological attraction (the desire to be around someone). According to this theory, people who are attracted to one another tend to project to the outside world a version of their own innermost beliefs and hopes. As these feelings are realized, their physical bodies also begin to behave in similar ways, which can sometimes lead to the development of physically and emotionally abusive behaviors. By viewing their own behaviors as inappropriate, partners in long-term relationships can feel like they’re being pulled into an emotional vortex – one that’s only getting worse as they spiral further into each other’s arms.

When James Burke describes his real love, he says it comes from the hero instinct. Because James has spent his entire life hiding his true nature, he says that his “Hero instinct gives him the confidence to accept himself as a person of exceptional importance, regardless of how close he is to people.” To this end, James often communicates his view of love through metaphors: when he’s feeling strong and secure in a relationship, he pictures a starry sky and a confident, unclouded sense of self. When he’s insecure and seeking a sense of belonging, he sees himself as a victim of circumstance. In these metaphors, we can learn about James’ hero instinct and how it can help us find our own security and happiness.

In addition to recognizing love’s many forms and descriptions, however, one needs to be willing to see oneself as an inherently valuable and significant person. This may sound corny, but it’s absolutely true. Recognizing one’s own worth and value is one of the most difficult skills to learn in any relationship, let alone one that’s supposed to last for a lifetime. Real love recognizes that one person is capable of loving another and being a significant person in their lives. Recognition of this truth is the first step toward letting go of hurtful feelings and developing genuine feelings for others.