Piaget parallel play
The development, evolution and diversity of leisure activities is a verifiable fact in all modern societies today, constituting an economic area of growing importance. This implies the need for specific attention from the administration towards these activities and a regulation in accordance with their dimension and economic and social impact.
On the other hand, the progressive extension of new communication technologies to all social spheres has an unquestionable repercussion in the world of leisure, where an important group of users show a preference for developing their options through remote connections.
The approval of Law 13/2011, of May 27, on the regulation of gaming, has established the regulatory framework for access to the exploitation and development of gaming activities at state level, allowing the opening of the market to a plurality of operators.
This opening of the market is materialized through the titles that enable gaming operators to operate, on the one hand, the gaming modalities included in the Law, through the general licenses and, on the other hand, each of the regulated types of gaming, through the singular licenses.
A social game is a game that is played between two or more people, frequently in closed or roofed environments, which basically includes parlor games and board games, and does not include sports games in which the physical ability and muscular effort of the participants are the main influences. On the other hand, this denomination is sometimes used to designate those games that do not include the more classic games and championships, such as chess and bridge, and do not include the more classic games and championships, such as chess and bridge.
On the other hand, this denomination of social game is sometimes used to designate those games that do not include the more classic and championship games, such as chess and bridge, and that do not include the group of games known as war games and miniature games. In any case and in general terms, the terms “society game” and “social game” can be considered to group all those games in which at least two players or participants take part.
Usually, social games are intellectual games, as they often require reflection, creativity, and ingenuity. Also, these games may require mental agility, observation, and liveliness.
Storage or technical access which is used exclusively for anonymous statistical purposes. Without a request, voluntary compliance by your Internet service provider, or additional records from a third party, information stored or retrieved solely for this purpose cannot be used to identify you.
Storage or technical access is necessary to create user profiles to send advertising, or to track the user on a website or across multiple websites for similar marketing purposes.
The first known serious attempt to classify video games was made in 1984 by Chris Crawford in his book The Art of Computer Game Design, where he classifies video games into two macro categories and several subcategories based on game mechanics, besides making a great emphasis between the difference between a game and a puzzle, where the puzzle does not change and once solved the conflict and difficulty is lost for the player, while the game is dynamic and varies each time it is played. Each of these will be briefly discussed below.
Action video games require the player to make use of his reflexes, aim and skill, often in a context of combat or overcoming obstacles and dangers. Within this broad genre there are several popular sub-genres, such as shooting games, fighting games, arcade games and platform games, among others.
Fighting video games, as the name implies, recreate fights between characters controlled by both a player and the computer. The player usually sees the combatants from a side perspective, as if he were a spectator, although there are also exceptions that handle 3D and first-person environments. These types of video games place special emphasis on martial arts, real or fictitious (generally impossible to imitate), or other types of unarmed confrontations such as boxing or wrestling. Other video games also allow the use of bladed weapons such as swords, axes, hammers, etc., or ranged attacks, usually of a magical or ethereal nature.