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===Types=== Most video games are intended for entertainment purposes.<ref name="eu game industry">{{cite report | last1 = De Prato | first1 = Guiditta | first2 = Claudio | last2= Feijóo |first3= Daniel |last3= Nepelski |first4= Marc |last4= Bogdanowicz | first5= Jean Paul | last5= Simon | title = Born digital/grown digital: Assessing the future competitiveness of the EU video games software industry | publisher = JRC Scientific and Technical Reports | number = EUR 24555 EN | year = 2010 |url=https://publications.jrc.ec.europa.eu/repository/handle/JRC60711 }}</ref> Different game types include: ; Core games : Core or hard-core games refer to the typical perception of video games, developed for entertainment purposes. These games typically require a fair amount of time to learn and master, in contrast to casual games, and thus are most appealing to gamers rather than a broader audience. Most of the AAA video game industry is based around the delivery of core games.{{sfn|Keogh|2015|pages=152–162}} ; Casual games : In contrast to core games, [[casual game]]s are designed for ease of accessibility, simple to understand gameplay and quick to grasp rule sets, and aimed at [[mass market]] audience. They frequently support the ability to jump in and out of play on demand, such as during commuting or lunch breaks. Numerous browser and mobile games fall into the casual game area, and casual games often are from genres with low intensity game elements such as [[match three]], [[hidden object]], [[Time Management (video game genre)|time management]], and [[Puzzle video game|puzzle]] games.<ref>{{cite web |last=Boyes |first=Emma |url=https://www.cnet.com/tech/gaming/gdc-08-are-casual-games-the-future/ |title=GDC '08: Are casual games the future? |work=[[CNET]] |date=18 Feb 2008 |access-date=7 May 2022 |archive-url=https://web.archive.org/web/20110711072428/http://uk.gamespot.com/news/6186207.html?tag=result%3Btitle%3B0 |archive-date=2011-07-11 |url-status=dead }}</ref> Causal games frequently use [[social-network game]] mechanics, where players can enlist the help of friends on their social media networks for extra turns or moves each day.<ref>{{cite web | url = https://www.gamasutra.com/view/feature/6735/what_makes_social_games_social.php?print=1 | title = What Makes Social Games Social? | first = Matt | last = Ricchetti | date = 17 February 2012 | access-date = 13 August 2020 | work = [[Gamasutra]] | archive-date = 12 August 2020 | archive-url = https://web.archive.org/web/20200812010938/https://www.gamasutra.com/view/feature/6735/what_makes_social_games_social.php?print=1 | url-status = dead }}</ref> Popular casual games include ''[[Tetris]]'' and ''[[Candy Crush Saga]]''. More recent, starting in the late 2010s, are [[hyper-casual game]]s which use even more simplistic rules for short but infinitely replayable games, such as ''[[Flappy Bird]]''.<ref>{{cite web | url = https://www.ft.com/content/55f64cfe-125e-4529-b16e-ad77f8cd8710 | title = How 'hyper-casual' games are winning the mobile market | first = Tim | last = Bradshaw | date = 20 August 2020 | access-date = 29 March 2021 | work = [[Financial Times]] | archive-date = 13 January 2021 | archive-url = https://web.archive.org/web/20210113104256/https://www.ft.com/content/55f64cfe-125e-4529-b16e-ad77f8cd8710 | url-status = live }}</ref> ; Educational games : [[Education software]] has been used in homes and classrooms to help teach children and students, and video games have been similarly adapted for these reasons, all designed to provide a form of interactivity and entertainment tied to game design elements. There are a variety of differences in their designs and how they educate the user. These are broadly split between [[Educational entertainment|edutainment]] games that tend to focus on the entertainment value and rote learning but are unlikely to engage in [[critical thinking]], and [[educational video game]]s that are geared towards problem solving through motivation and positive reinforcement while downplaying the entertainment value.<ref>{{cite journal | title = Educational Video Game Design: A Review of the Literature | first = Mary Jo | last = Dondlinger | journal = Journal of Applied Educational Technology | volume =4 | issue = 1 | pages = 21–31 | date = 2007 }}</ref> Examples of educational games include ''[[The Oregon Trail (series)|The Oregon Trail]]'' and the ''[[Carmen Sandiego (video game series)|Carmen Sandiego]]'' series. Further, games not initially developed for educational purposes have found their way into the classroom after release, such as that feature [[open world]]s or [[sandbox game|virtual sandboxes]] like ''[[Minecraft]]'',<ref name="Education">{{cite magazine |url=http://www.gamespot.com/articles/minecraft-in-education-how-video-games-are-teaching-kids/1100-6400549/ |title=Minecraft In Education: How Video Games Are Teaching Kids |publisher=[[CBS Interactive]] |magazine=[[GameSpot]] |date=25 November 2012 |access-date=9 December 2012 |last=Walton |first=Mark |url-status=live |archive-url=https://web.archive.org/web/20131010082122/http://www.gamespot.com/articles/minecraft-in-education-how-video-games-are-teaching-kids/1100-6400549/ |archive-date=10 October 2013}}</ref> or offer critical thinking skills through [[puzzle video game]]s like ''[[SpaceChem]]''.<ref>{{cite web | url = http://www.gamepro.com/article/news/220936/spacechem-used-as-educational-tool-in-schools/ | title = SpaceChem Used as Educational Tool in Schools | first = Pete | last = Davidson | date = 7 July 2011 | access-date =18 July 2011 | publisher = [[GamePro]] |archive-url=https://web.archive.org/web/20111202190506/http://www.gamepro.com/article/news/220936/spacechem-used-as-educational-tool-in-schools/ | url-status = dead | archive-date= 2 December 2011 }}</ref> ;Serious games :[[File:AFA Beech in Flight Simulator.jpg|thumb|''[[Microsoft Flight Simulator]]'' is an example of a simulation game.]] Further extending from educational games, [[serious game]]s are those where the entertainment factor may be augmented, overshadowed, or even eliminated by other purposes for the game. Game design is used to reinforce the non-entertainment purpose of the game, such as using video game technology for the game's interactive world, or [[gamification]] for reinforcement training. Educational games are a form of serious games, but other types of games include [[exergaming|fitness games]] that incorporate significant physical exercise to help keep the player fit (such as ''[[Wii Fit]]''), simulator games that resemble [[flight simulator]]s to pilot aircraft (such as ''[[Microsoft Flight Simulator]]''), [[advergame]]s that are built around the advertising of a product (such as ''[[Pepsiman (video game)|Pepsiman]]''), and [[newsgame]]s aimed at conveying a specific advocacy message (such as ''[[NarcoGuerra]]'').<ref>{{cite book | title = Serious Games: Foundations, Concepts and Practice | chapter = 1. Introduction | first1 = Josef | last1 = Wiemeyer | first2 = Ralf | last2 = Dörner | first3= Stefan | last3 = Göbel | first4 = Wolfgang | last4 = Effelsberg | publisher = [[Springer International Publishing]] | year = 2016 | isbn = 978-3319406121 }}</ref><ref>{{cite book | last1 = Djaouti | first1 = Damien | first2= Julian | last2= Alvarez | first3= Jean-Pierre | last3= Jessel | first4= Olivier | last4= Rampnoux | title = Serious Games and Edutainment Applications | chapter = Origins of Serious Games | pages= 25–43 | publisher =[[Springer Publishing|Springer]] |year= 2011 | doi = 10.1007/978-1-4471-2161-9_3 | isbn = 978-1-4471-2160-2 | chapter-url = https://normandie-univ.hal.science/hal-04024666 }}</ref> ;Art games :Although video games have been considered an art form on their own, games may be developed to try to purposely communicate a story or message, using the medium as a work of art. These [[art game|art or arthouse games]] are designed to generate emotion and empathy from the player by challenging societal norms and offering critique through the interactivity of the video game medium. They may not have any type of win condition and are designed to let the player explore through the game world and scenarios. Most art games are [[indie game]]s in nature, designed based on personal experiences or stories through a single developer or small team. Examples of art games include ''[[Passage (video game)|Passage]]'', ''[[Flower (video game)|Flower]]'', and ''[[That Dragon, Cancer]]''.<ref>{{cite news| url=https://www.telegraph.co.uk/technology/video-games/5893530/Art-house-video-games.html |archive-url=https://ghostarchive.org/archive/20220110/https://www.telegraph.co.uk/technology/video-games/5893530/Art-house-video-games.html |archive-date=10 January 2022 |url-access=subscription |url-status=live | location=London | work=The Daily Telegraph | first=Chris | last=Schilling | title=Art house video games | date=23 July 2009}}{{cbignore}}</ref><ref name="holmes2003">Holmes, Tiffany. ''[http://hypertext.rmit.edu.au/dac/papers/Holmes.pdf Arcade Classics Span Art? Current Trends in the Art Game Genre]''. {{webarchive|url=https://web.archive.org/web/20130420092835/http://hypertext.rmit.edu.au/dac/papers/Holmes.pdf|date=2013-04-20}}. [[Digital Arts and Culture|Melbourne DAC 2003]]. 2003.</ref>{{sfn|Gintere|2019|pages=346–360}}
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