Non-Game

Non-games refer to a class of software products that are on the border between video games, toys and applications. Literally, Non -game non game, with the original name Non- game game is, and was coined by Satoru Iwata. Non-games differ from traditional video games, in particular, that in them no clear aim of the game is given. By omitting a fixed task or challenge allow non-games the player a freer form of expression, as it can determine its own goals. Particular commercial success have non-games on the Nintendo platforms Nintendo DS and Wii.

Examples of non-games

Non-games have existed since the dawn of video games, although the term is in use only since 2005. Early examples are I, Robot (Atari 1983), in which a paint program is integrated, and Jeff Minter's psychedelia ( Llamasoft, 1984), which is a player -controlled light show simulator. The economic simulation Sim City was the inventor Will Wright as a software toy (software toy ) because it is there is no real goal. Dr. Kawashima's Brain Training is a playful learning application that allows the brain to be trained. Second Life can be considered a non -game, as it is of the opportunities offered her both game ( convincing ) and application.

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