A game is a structured type of play, usually undertaken for entertainment or fun, and sometimes used as an educational tool.[1] Many games are also considered to be work (such as professional players of spectator sports or games) or art (such as jigsaw puzzles or games involving an artistic layout such as mahjong, solitaire, or some video games).
Games have a wide range of occasions, reflecting both the generality of its concept and the variety of its play.[2] Games are sometimes played purely for enjoyment, sometimes for achievement or reward as well. They can be played alone, in teams, or online; by amateurs or by professionals. The players may have an audience of non-players, such as when people are entertained by watching a chess championship. On the other hand, players in a game may constitute their own audience as they take their turn to play. Often, part of the entertainment for children playing a game is deciding who is part of their audience and who participates as a player. A toy and a game are not the same. Toys generally allow for unrestricted play, whereas games present rules for the player to follow.
Key components of games are goals, rules, challenge, and interaction. Games generally involve mental or physical stimulation, and often both. Many games help develop practical skills, serve as a form of exercise, or otherwise perform an educational, simulational, or psychological role.
Attested as early as 2600 BC,[3][4] games are a universal part of human experience and present in all cultures. The Royal Game of Ur, Senet, and Mancala are some of the oldest known games.[5]
DefinitionsLook up game in Wiktionary, the free dictionary.Ludwig Wittgenstein
Ludwig Wittgenstein is well known in the history of philosophy for having addressed the definition of the word game. In his Philosophical Investigations,[6] Wittgenstein argued that the elements of games, such as play, rules, and competition, all fail to adequately define what games are. From this, Wittgenstein concluded that people apply the term game to a range of disparate human activities that bear to one another only what one might call family resemblances. As the following game definitions show, this conclusion was not a final one, and today many philosophers, like Thomas Hurka, think that Wittgenstein was wrong and that Bernard Suits' definition is a good answer to the problem.[7][2]
Roger Caillois
French sociologist Roger Caillois, in his book Les jeux et les hommes (Games and Men)(1961),[8] defined a game as an activity that must have the following characteristics:
fun: the activity is chosen for its light-hearted characterseparate: it is circumscribed in time and placeuncertain: the outcome of the activity is unforeseeablenon-productive: participation does not accomplish anything usefulgoverned by rules: the activity has rules that are different from everyday lifefictitious: it is accompanied by the awareness of a different realityChris Crawford
Game designer Chris Crawford defined the term in the context of computers.[9] Using a series of dichotomies:
Creative expression is art if made for its own beauty and entertainment if made for money.A piece of entertainment is a plaything if it is interactive. Movies and books are cited as examples of non-interactive entertainment.If no goals are associated with a plaything, it is a toy. (Crawford notes that by his definition, (a) a toy can become a game element if the player makes up rules, and (b) The Sims and SimCity are toys, not games.) If it has goals, a plaything is a challenge.If a challenge has no "active agent against whom you compete," it is a puzzle; if there is one, it is a conflict. (Crawford admits that this is a subjective test. Video games with noticeably algorithmic artificial intelligence can be played as puzzles; these include the patterns used to evade ghosts in Pac-Man.)Finally, if the player can only outperform the opponent but not attack them to interfere with their performance, the conflict is a competition. (Competitions include racing and figure skating.) However, if attacks are allowed, then the conflict qualifies as a game.
Crawford's definition may thus be rendered as an interactive, goal-oriented activity made for money, with active agents to play against, in which players (including active agents) can interfere with each other.
Other definitions, however, as well as history, show that entertainment and games are not necessarily undertaken for monetary gain.
Other definitions"My conclusion is that to play a game is to engage in activity directed towards bringing about a specific state of affairs, using only means permitted by rules, where the rules prohibit more efficient in favour of less efficient means, and where such rules are accepted just because they make possible such activity." Bernard Suits[2]"A game is a form of art in which participants, termed players, make decisions in order to manage resources through game tokens in the pursuit of a goal." (Greg Costikyan)[10] According to this definition, some "games" that do not involve choices, such as Chutes and Ladders, Candy Land, and War are not technically games any more than a slot machine is."A game is a form of play with goals and structure." (Kevin J. Maroney)[11]"A game is a system in which players engage in an artificial conflict, defined by rules, that results in a quantifiable outcome." (Katie Salen and Eric Zimmerman)[12]"A game is an activity among two or more independent decision-makers seeking to achieve their objectives in some limiting context." (Clark C. Abt)[13]"At its most elementary level then we can define game as an exercise of voluntary control systems in which there is an opposition between forces, confined by a procedure and rules in order to produce a disequilibrial outcome." (Elliot Avedon and Brian Sutton-Smith)[14]"To play a game is to engage in activity directed toward bringing about a specific state of affairs, using only means permitted by specific rules, where the means permitted by the rules are more limited in scope than they would be in the absence of the rules, and where the sole reason for accepting such limitation is to make possible such activity." (Bernard Suits)[15]"When you strip away the genre differences and the technological complexities, all games share four defining traits: a goal, rules, a feedback system, and voluntary participation." (Jane McGonigal)[16]Gameplay elements and classification
Games can be characterized by "what the player does".[9] This is often referred to as gameplay. Major key elements identified in this context are tools and rules that define the overall context of game.
ToolsA selection of pieces from different games. From top: Chess pawns, marbles, Monopoly tokens, dominoes, Monopoly hotels, jacks and checkers pieces.
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, soccer (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 their game pieces.
Many game tools are tokens, meant to represent other things. A token may be a pawn on a board, play money, or an intangible item such as a point scored.
Games such as hide-and-seek or tag do not use 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.
Rules and aims
Games are often characterized by their tools and rules. While rules are subject to variations and changes, enough change in the rules usually results in a "new" game. For instance, baseball can be played with "real" baseballs or with wiffleballs. However, if the players decide to play with only three bases, they are arguably playing a different game. There are exceptions to this in that some games deliberately involve the changing of their own rules, but even then there are often immutable meta-rules.
Rules generally determine the time-keeping system, the rights and responsibilities of the players, scoring techniques, preset boundaries, and each player's goals.
The rules of a game may be distinguished from its aims.[17][18] For most competitive games, the ultimate aim is winning: in this sense, checkmate is the aim of chess.[19] Common win conditions are being the first to amass a certain quota of points or tokens (as in Settlers of Catan), having the greatest number of tokens at the end of the game (as in Monopoly), or some relationship of one's game tokens to those of one's opponent (as in chess's checkmate). There may also be intermediate aims, which are tasks that move a player toward winning. For instance, an intermediate aim in football is to score goals, because scoring goals will increase one's likelihood of winning the game, but is not alone sufficient to win the game.
An aim identifies a sufficient condition for successful action, whereas the rule identifies a necessary condition for permissible action.[18] For example, the aim of chess is to checkmate, but although it is expected that players will try to checkmate each other, it is not a rule of chess that a player must checkmate the other player whenever possible. Similarly, it is not a rule of football that a player must score a goal on a penalty; while it is expected the player will try, it is not required. While meeting the aims often requires a certain degree of skill and (in some cases) luck, following the rules of a game merely requires knowledge of the rules and some careful attempt to follow them; it rarely (if ever) requires luck or demanding skills.
Skill, strategy, and chance
A game's tools and rules will result in its requiring skill, strategy, luck, or a combination thereof and are classified accordingly.
Games of skill include games of physical skill, such as wrestling, tug of war, hopscotch, target shooting, and games of mental skill, such as checkers and chess. Games of strategy include checkers, chess, Go, arimaa, and tic-tac-toe, and often require special equipment to play them. Games of chance include gambling games (blackjack, Mahjong, roulette, etc.), as well as snakes and ladders and rock, paper, scissors; most require equipment such as cards or dice. However, most games contain two or all three of these elements. For example, American football and baseball involve both physical skill and strategy, while tiddlywinks, poker, and Monopoly combine strategy and chance. Many card and board games combine all three; most trick-taking games involve mental skill, strategy, and an element of chance, as do many strategic board games such as Risk, Settlers of Catan, and Carcassonne.
Single-player games"Single-player game" redirects here. For single-player video games, see Single-player video game.
Most games require multiple players. However, single-player games are unique in respect to the type of challenges a player faces. Unlike a game with multiple players competing with or against each other to reach the game's goal, a one-player game is a battle solely against an element of the environment (an artificial opponent), against one's own skills, against time, or against chance. Playing with a yo-yo or playing tennis against a wall is not generally recognized as playing a game due to the lack of any formidable opposition. Many games described as "single-player" may be termed actually puzzles or recreations.
Multiplayer games"Multiplayer game" redirects here. For multiplayer video games, see Multiplayer video game.The Card Players by Lucas van Leyden (1520) depicting a multiplayer card game
A multiplayer game is a game of several players who may be independent opponents or teams. Games with many independent players are difficult to analyze formally using game theory as the players may form and switch coalitions.[20] The term "game" in this context may mean either a true game played for entertainment or a competitive activity describable in principle by mathematical game theory.
Game theoryMain article: Game theory
John Nash proved that games with several players have a stable solution provided that coalitions between players are disallowed. Nash won the Nobel prize for economics for this important result which extended von Neumann's theory of zero-sum games. Nash's stable solution is known as the Nash equilibrium.[21]
If cooperation between players is allowed, then the game becomes more complex; many concepts have been developed to analyze such games. While these have had some partial success in the fields of economics, politics and conflict, no good general theory has yet been developed.[21]
In quantum game theory, it has been found that the introduction of quantum information into multiplayer games allows a new type of equilibrium strategy not found in traditional games. The entanglement of player's choices can have the effect of a contract by preventing players from profiting from what is known as betrayal.[22]
TypesSee also: List of game genresTug of war is an easily organized, impromptu game that requires little equipment.
Games can take a variety of forms, from competitive sports to board games and video games.
SportsMain article: SportAssociation football is a popular sport worldwide.
Many sports require special equipment and dedicated playing fields, leading to the involvement of a community much larger than the group of players. A city or town may set aside such resources for the organization of sports leagues.
Popular sports may have spectators who are entertained just by watching games. A community will often align itself with a local sports team that supposedly represents it (even if the team or most of its players only recently moved in); they often align themselves against their opponents or have traditional rivalries. The concept of fandom began with sports fans.
Lawn games
Lawn games are outdoor games that can be played on a lawn, an area of mowed grass (or alternately, on graded soil) generally smaller than a sports field (pitch). Variations of many games that are traditionally played on a sports field are marketed as "lawn games" for home use in a front or back yard. Common lawn games include horseshoes, sholf, croquet, bocce, and lawn bowls.
Tabletop gamesMain article: Tabletop game
A tabletop game is a game where the elements of play are confined to a small area and require little physical exertion, usually simply placing, picking up, and moving game pieces. Most of these games are played at a table around which the players are seated and on which the game's elements are located. However, many games falling into this category, particularly party games, are more free-form in their play and can involve physical activity such as mime. Still, these games do not require a large area in which to play them, large amounts of strength or stamina, or specialized equipment other than what comes in a box.
Dexterity and coordination games
This class of games includes any game in which the skill element involved relates to manual dexterity or hand-eye coordination but excludes the class of video games (see below). Games such as jacks, paper football, and Jenga require only very portable or improvised equipment and can be played on any flat level surface, while other examples, such as pinball, billiards, air hockey, foosball, and table hockey, require specialized tables or other self-contained modules on which the game is played. The advent of home video game systems largely replaced some of these, such as table hockey; however, air hockey, billiards, pinball and foosball remain popular fixtures in private and public game rooms. These games and others, as they require reflexes and coordination, are generally performed more poorly by intoxicated persons but are unlikely to result in injury because of this; as such, the games are popular as drinking games. In addition, dedicated drinking games such as quarters and beer pong also involve physical coordination and are popular for similar reasons.
Board gamesMain article: Board gameParcheesi is an American adaptation of a Pachisi, originating in India.
Board games use as a central tool a board on which the players' status, resources, and progress are tracked using physical tokens. Many also involve dice or cards. Most games that simulate war are board games (though a large number of video games have been created to simulate strategic combat), and the board may be a map on which the players' tokens move. Virtually all board games involve "turn-based" play; one player contemplates and then makes a move, then the next player does the same, and a player can only act on their turn. This is opposed to "real-time" play as is found in some card games, most sports and most video games.
Some games, such as chess and Go, are entirely deterministic, relying only on the strategy element for their interest. Such games are usually described as having "perfect information"; the only unknown is the exact thought processes of one's opponent, not the outcome of any unknown event inherent in the game (such as a card draw or die roll). Children's games, on the other hand, tend to be very luck-based, with games such as Candy Land and Chutes and Ladders having virtually no decisions to be made. By some definitions, such as that by Greg Costikyan, they are not games since there are no decisions to make which affect the outcome.[10] Many other games involving a high degree of luck do not allow direct attacks between opponents; the random event simply determines a gain or loss in the standing of the current player within the game, which is independent of any other player; the "game" then is actually a "race" by definitions such as Crawford's.
Most other board games combine strategy and luck factors; the game of backgammon requires players to decide the best strategic move based on the roll of two dice. Trivia games have a great deal of randomness based on the questions a person gets. German-style board games are notable for often having rather less of a luck factor than many board games.
Board game groups include race games, roll-and-move games, abstract strategy games, word games, and wargames, as well as trivia and other elements. Some board games fall into multiple groups or incorporate elements of other genres: Cranium is one popular example, where players must succeed in each of four skills: artistry, live performance, trivia, and language.
Card gamesMain article: Card gameFurther information: Collectible card gamePlaying Cards, by Theodoor Rombouts, 17th century
Card games use a deck of cards as their central tool. These cards may be a standard Anglo-American (52-card) deck of playing cards (such as for bridge, poker, Rummy, etc.), a regional deck using 32, 36 or 40 cards and different suit signs (such as for the popular German game skat), a tarot deck of 78 cards (used in Europe to play a variety of trick-taking games collectively known as Tarot, Tarock or Tarocchi games), or a deck specific to the individual game (such as Set or 1000 Blank White Cards). Uno and Rook are examples of games that were originally played with a standard deck and have since been commercialized with customized decks. Some collectible card games such as Magic: The Gathering are played with a small selection of cards that have been collected or purchased individually from large available sets.
Some board games include a deck of cards as a gameplay element, normally for randomization or to keep track of game progress. Conversely, some card games such as Cribbage use a board with movers, normally to keep score. The differentiation between the two genres in such cases depends on which element of the game is foremost in its play; a board game using cards for random actions can usually use some other method of randomization, while Cribbage can just as easily be scored on paper. These elements as used are simply the traditional and easiest methods to achieve their purpose.
Dice gamesMain article: Dice gameStudents using dice to improve numeracy skills. They roll three dice, then use basic math operations to combine those into a new number which they cover on the board. The goal is to cover four squares in the row.
Dice games use a number of dice as their central element. Board games often use dice for a randomization element, and thus each roll of the dice has a profound impact on the outcome of the game, however dice games are differentiated in that the dice do not determine the success or failure of some other element of the game; they instead are the central indicator of the person's standing in the game. Popular dice games include Yahtzee, Farkle, Bunco, liar's dice/Perudo, and poker dice. As dice are, by their very nature, designed to produce random numbers, these games usually involve a high degree of luck, which can be directed to some extent by the player through more strategic elements of play and through tenets of probability theory. Such games are thus popular as gambling games; the game of craps is perhaps the most famous example, though liar's dice and poker dice were originally conceived of as gambling games.
Domino and tile gamesMain articles: Tile-based game and Dominoes
Domino games are similar in many respects to card games, but the generic device is instead a set of tiles called dominoes, which traditionally each have two ends, each with a given number of dots, or "pips", and each combination of two possible end values as it appears on a tile is unique in the set. The games played with dominoes largely center around playing a domino from the player's "hand" onto the matching end of another domino, and the overall object could be to always be able to make a play, to make all open endpoints sum to a given number or multiple, or simply to play all dominoes from one's hand onto the board. Sets vary in the number of possible dots on one end, and thus of the number of combinations and pieces; the most common set historically is double-six, though in more recent times "extended" sets such as double-nine have been introduced to increase the number of dominoes available, which allows larger hands and more players in a game. Muggins, Mexican Train, and Chicken Foot are very popular domino games. Texas 42 is a domino game more similar in its play to a "trick-taking" card game.
Variations of traditional dominoes abound: Triominoes are similar in theory but are triangular and thus have three values per tile. Similarly, a game known as Quad-Ominos uses four-sided tiles.
Some other games use tiles in place of cards; Rummikub is a variant of the Rummy card game family that uses tiles numbered in ascending rank among four colors, very similar in makeup to a 2-deck "pack" of Anglo-American playing cards. Mahjong is another game very similar to Rummy that uses a set of tiles with card-like values and art.
Lastly, some games use graphical tiles to form a board layout, on which other elements of the game are played. Settlers of Catan and Carcassonne are examples. In each, the "board" is made up of a series of tiles; in Settlers of Catan the starting layout is random but static, while in Carcassonne the game is played by "building" the board tile-by-tile. Hive, an abstract strategy game using tiles as moving pieces, has mechanical and strategic elements similar to chess, although it has no board; the pieces themselves both form the layout and can move within it.
Pencil and paper gamesMain article: Paper-and-pencil game
Pencil and paper games require little or no specialized equipment other than writing materials, though some such games have been commercialized as board games (Scrabble, for instance, is based on the idea of a crossword puzzle, and tic-tac-toe sets with a boxed grid and pieces are available commercially). These games vary widely, from games centering on a design being drawn such as Pictionary and "connect-the-dots" games like sprouts, to letter and word games such as Boggle and Scattergories, to solitaire and logic puzzle games such as Sudoku and crossword puzzles.
Guessing gamesMain article: Guessing game
A guessing game has as its core a piece of information that one player knows, and the object is to coerce others into guessing that piece of information without actually divulging it in text or spoken word. Charades is probably the most well-known game of this type, and has spawned numerous commercial variants that involve differing rules on the type of communication to be given, such as Catch Phrase, Taboo, Pictionary, and similar. The genre also includes many game shows such as Win, Lose or Draw, Password and $25,000 Pyramid.
Video gamesMain article: Video gameSee also: Electronic game
Video games are computer- or microprocessor-controlled games. Computers can create virtual spaces for a wide variety of game types. Some video games simulate conventional game objects like cards or dice, while others can simulate environs either grounded in reality or fantastical in design, each with its own set of rules or goals.
A computer or video game uses one or more input devices, typically a button/joystick combination (on arcade games); a keyboard, mouse or trackball (computer games); or a controller or a motion sensitive tool (console games). More esoteric devices such as paddle controllers have also been used for input.
There are many genres of video game; the first commercial video game, Pong, was a simple simulation of table tennis. As processing power increased, new genres such as adventure and action games were developed that involved a player guiding a character from a third person perspective through a series of obstacles. This "real-time" element cannot be easily reproduced by a board game, which is generally limited to "turn-based" strategy; this advantage allows video games to simulate situations such as combat more realistically. Additionally, the playing of a video game does not require the same physical skill, strength or danger as a real-world representation of the game, and can provide either very realistic, exaggerated or impossible physics, allowing for elements of a fantastical nature, games involving physical violence, or simulations of sports. Lastly, a computer can, with varying degrees of success, simulate one or more human opponents in traditional table games such as chess, leading to simulations of such games that can be played by a single player.
In more open-ended video games, such as sandbox games, a virtual environment is provided in which the player may be free to do whatever they like within the confines of a particular game's universe. Sometimes, there is a lack of goals or opposition, which has stirred some debate on whether these should be considered "games" or "toys". (Crawford specifically mentions Will Wright's SimCity as an example of a toy.)[9]
Online gamesMain article: Online game
Online games have been part of culture from the very earliest days of networked and time-shared computers. Early commercial systems such as Plato were at least as widely famous for their games as for their strictly educational value. In 1958, Tennis for Two dominated Visitor's Day and drew attention to the oscilloscope at the Brookhaven National Laboratory; during the 1980s, Xerox PARC was known mainly for Maze War, which was offered as a hands-on demo to visitors.
Modern online games are played using an Internet connection; some have dedicated client programs, while others require only a web browser. Some simpler browser games appeal to more casual game-playing demographic groups (notably older audiences) that otherwise play very few video games.[23]
Role-playing gamesMain article: Role-playing game
Role-playing games, often abbreviated as RPGs, are a type of game in which the participants (usually) assume the roles of characters acting in a fictional setting. The original role playing games – or at least those explicitly marketed as such – are played with a handful of participants, usually face-to-face, and keep track of the developing fiction with pen and paper. Together, the players may collaborate on a story involving those characters; create, develop, and "explore" the setting; or vicariously experience an adventure outside the bounds of everyday life. Pen-and-paper role-playing games include, for example, Dungeons & Dragons and GURPS.
The term role-playing game has also been appropriated by the video game industry to describe a genre of video games. These may be single-player games where one player experiences a programmed environment and story, or they may allow players to interact through the internet. The experience is usually quite different from traditional role-playing games. Single-player games include Final Fantasy, Fable, The Elder Scrolls, and Mass Effect. Online multi-player games, often referred to as massively multiplayer online role playing games, or MMORPGs, include RuneScape, EverQuest 2, Guild Wars, MapleStory, Anarchy Online, and Dofus. As of 2009, the most successful MMORPG has been World of Warcraft, which controls the vast majority of the market.[24]
Business gamesMain article: Team building
Business games can take a variety of forms, from interactive board games to interactive games involving different props (balls, ropes, hoops, etc.) and different kinds of activities. The purpose of these games is to link to some aspect of organizational performance and to generate discussions about business improvement. Many business games focus on organizational behaviors. Some of these are computer simulations while others are simple designs for play and debriefing. Team building is a common focus of such activities.
SimulationMain article: Simulation game
The term "game" can include simulation[25][26] or re-enactment of various activities or use in "real life" for various purposes: e.g., training, analysis, prediction. Well-known examples are war games and role-playing. The root of this meaning may originate in the human prehistory of games deduced by anthropology from observing primitive cultures, in which children's games mimic the activities of adults to a significant degree: hunting, warring, nursing, etc. These kinds of games are preserved in modern times.
Role-playing or roleplaying is the changing of one's behaviour to assume a role, either unconsciously to fill a social role, or consciously to act out an adopted role. While the Oxford English Dictionary offers a definition of role-playing as "the changing of one's behaviour to fulfill a social role",[1] in the field of psychology, the term is used more loosely in four senses:
To refer to the playing of roles generally such as in a theatre, or educational setting;To refer to taking a role of a character or person and acting it out with a partner taking someone else's role, often involving different genres of practice;To refer to a wide range of games including role-playing video game (RPG), play-by-mail games and more;To refer specifically to role-playing games.[2]Amusement[edit]
Many children participate in a form of role-playing known as make believe, wherein they adopt certain roles such as doctor and act out those roles in character. Sometimes make believe adopts an oppositional nature, resulting in games such as cops and robbers.
Entertainment[edit]
Historical re-enactment has been practiced by adults for millennia. The ancient Romans, Han Chinese, and medieval Europeans all enjoyed occasionally organizing events in which everyone pretended to be from an earlier age, and entertainment appears to have been the primary purpose of these activities. Within the 20th century, historical re-enactment has often been pursued as a hobby.
Improvisational theatre dates back to the Commedia dell'Arte tradition of the 16th century. Modern improvisational theatre began in the classroom with the "theatre games" of Viola Spolin and Keith Johnstone in the 1950s. Viola Spolin, who was one of the founders the famous comedy troupe Second City, insisted that her exercises were games, and that they involved role-playing as early as 1946. She accurately judged role-playing in the theatre as rehearsal and actor training, or the playing of the role of actor versus theatre roles, but many now use her games for fun in their own right.
Role-playing games[edit]Main article: Role-playing game
A role-playing game is a game in which the participants assume the roles of characters and collaboratively create stories. Participants determine the actions of their characters based on their characterisation, and the actions succeed or fail according to a formal system of rules and guidelines. Within the rules, they may improvise freely; their choices shape the direction and outcome of the games.
Role-playing can also be done online in the form of group story creation, involving anywhere from two to several hundred people, utilizing public forums, private message boards, mailing lists, chatrooms, and instant-messaging chat services to build worlds and characters that may last a few hours, or several years. Often on forum-based roleplays, rules, and standards are set up, such as a minimum word count, character applications, and "plotting" boards to increase complexity and depth of story.
There are different genres of which one can choose while role-playing, including, but not limited to, fantasy, modern, medieval, steam punk, and historical. Books, movies, or games can be, and often are, used as a basis for role-plays (which in such cases may be deemed "collaborative fan-fiction"), with players either assuming the roles of established canon characters or using those the players themselves create ("Original Characters") to replace—or exist alongside—characters from the book, movie, or game, playing through well-trodden plots as alternative characters, or expanding upon the setting and story outside of its established canon.
Politics (from Ancient Greek πολιτικά (politiká) 'affairs of the cities') is the set of activities that are associated with making decisions in groups, or other forms of power relations among individuals, such as the distribution of status or resources. The branch of social science that studies politics and government is referred to as political science.
Politics may be used positively in the context of a "political solution" which is compromising and non-violent,[1] or descriptively as "the art or science of government", but the word often also carries a negative connotation.[2] The concept has been defined in various ways, and different approaches have fundamentally differing views on whether it should be used extensively or in a limited way, empirically or normatively, and on whether conflict or co-operation is more essential to it.
A variety of methods are deployed in politics, which include promoting one's own political views among people, negotiation with other political subjects, making laws, and exercising internal and external force, including warfare against adversaries.[3][4][5][6][7] Politics is exercised on a wide range of social levels, from clans and tribes of traditional societies, through modern local governments, companies and institutions up to sovereign states, to the international level.
In modern nation states, people often form political parties to represent their ideas. Members of a party often agree to take the same position on many issues and agree to support the same changes to law and the same leaders. An election is usually a competition between different parties.
A political system is a framework which defines acceptable political methods within a society. The history of political thought can be traced back to early antiquity, with seminal works such as Plato's Republic, Aristotle's Politics, Confucius's political manuscripts and Chanakya's Arthashastra.[8]
Etymology[edit]
The English word politics has its roots in the name of Aristotle's classic work, Politiká, which introduced the Ancient Greek term politiká (Πολιτικά, 'affairs of the cities'). In the mid-15th century, Aristotle's composition was rendered in Early Modern English as Polettiques [sic],[a][9] which became Politics in Modern English.
The singular politic first attested in English in 1430, coming from Middle French politique—itself taking from politicus,[10] a Latinization of the Greek πολιτικός (politikos) from πολίτης (polites, 'citizen') and πόλις (polis, 'city').[11]
Definitions[edit]Harold Lasswell: "who gets what, when, how"[12]David Easton: "the authoritative allocation of values for a society"[13]Vladimir Lenin: "the most concentrated expression of economics"[14]Otto von Bismarck: "the capacity of always choosing at each instant, in constantly changing situations, the least harmful, the most useful"[15]Bernard Crick: "a distinctive form of rule whereby people act together through institutionalized procedures to resolve differences"[16]Adrian Leftwich: "comprises all the activities of co-operation, negotiation and conflict within and between societies"[17]Approaches[edit]
There are several ways in which approaching politics has been conceptualized.
Extensive and limited[edit]
Adrian Leftwich has differentiated views of politics based on how extensive or limited their perception of what accounts as 'political' is.[18] The extensive view sees politics as present across the sphere of human social relations, while the limited view restricts it to certain contexts. For example, in a more restrictive way, politics may be viewed as primarily about governance,[19] while a feminist perspective could argue that sites which have been viewed traditionally as non-political, should indeed be viewed as political as well.[20] This latter position is encapsulated in the slogan "the personal is political", which disputes the distinction between private and public issues. Politics may also be defined by the use of power, as has been argued by Robert A. Dahl.[21]
Moralism and realism[edit]
Some perspectives on politics view it empirically as an exercise of power, while others see it as a social function with a normative basis.[22] This distinction has been called the difference between political moralism and political realism.[23] For moralists, politics is closely linked to ethics, and is at its extreme in utopian thinking.[23] For example, according to Hannah Arendt, the view of Aristotle was that, "to be political…meant that everything was decided through words and persuasion and not through violence";[24] while according to Bernard Crick, "politics is the way in which free societies are governed. Politics is politics, and other forms of rule are something else."[25] In contrast, for realists, represented by those such as Niccolò Machiavelli, Thomas Hobbes, and Harold Lasswell, politics is based on the use of power, irrespective of the ends being pursued.[26][23]
Conflict and co-operation[edit]
Agonism argues that politics essentially comes down to conflict between conflicting interests. Political scientist Elmer Schattschneider argued that "at the root of all politics is the universal language of conflict",[27] while for Carl Schmitt the essence of politics is the distinction of 'friend' from 'foe'.[28] This is in direct contrast to the more co-operative views of politics by Aristotle and Crick. However, a more mixed view between these extremes is provided by Irish political scientist Michael Laver, who noted that:
Politics is about the characteristic blend of conflict and co-operation that can be found so often in human interactions. Pure conflict is war. Pure co-operation is true love. Politics is a mixture of both.[29]
History[edit]Main article: Political history of the worldSee also: History of political thoughtThe Greek philosopher Aristotle criticized many of Plato's ideas as impracticable, but, like Plato, he admires balance and moderation and aims at a harmonious city under the rule of law.[30]
The history of politics spans human history and is not limited to modern institutions of government.
Prehistoric[edit]
Frans de Waal argued that chimpanzees engage in politics through "social manipulation to secure and maintain influential positions".[31] Early human forms of social organization—bands and tribes—lacked centralized political structures.[32] These are sometimes referred to as stateless societies.
Early states[edit]
In ancient history, civilizations did not have definite boundaries as states have today, and their borders could be more accurately described as frontiers. Early dynastic Sumer, and early dynastic Egypt were the first civilizations to define their borders. Moreover, up to the 12th century, many people lived in non-state societies. These range from relatively egalitarian bands and tribes to complex and highly stratified chiefdoms.
State formation[edit]Main article: State formation
There are a number of different theories and hypotheses regarding early state formation that seek generalizations to explain why the state developed in some places but not others. Other scholars believe that generalizations are unhelpful and that each case of early state formation should be treated on its own.[33]
Voluntary theories contend that diverse groups of people came together to form states as a result of some shared rational interest.[34] The theories largely focus on the development of agriculture, and the population and organizational pressure that followed and resulted in state formation. One of the most prominent theories of early and primary state formation is the hydraulic hypothesis, which contends that the state was a result of the need to build and maintain large-scale irrigation projects.[35]
Conflict theories of state formation regard conflict and dominance of some population over another population as key to the formation of states.[34] In contrast with voluntary theories, these arguments believe that people do not voluntarily agree to create a state to maximize benefits, but that states form due to some form of oppression by one group over others. Some theories in turn argue that warfare was critical for state formation.[34]
Ancient history[edit]
The first states of sorts were those of early dynastic Sumer and early dynastic Egypt, which arose from the Uruk period and Predynastic Egypt respectively around approximately 3000 BC.[36] Early dynastic Egypt was based around the Nile River in the north-east of Africa, the kingdom's boundaries being based around the Nile and stretching to areas where oases existed.[37] Early dynastic Sumer was located in southern Mesopotamia, with its borders extending from the Persian Gulf to parts of the Euphrates and Tigris rivers.[36]
Egyptians, Romans, and the Greeks were the first people known to have explicitly formulated a political philosophy of the state, and to have rationally analyzed political institutions. Prior to this, states were described and justified in terms of religious myths.[38]
Several important political innovations of classical antiquity came from the Greek city-states (polis) and the Roman Republic. The Greek city-states before the 4th century granted citizenship rights to their free population; in Athens these rights were combined with a directly democratic form of government that was to have a long afterlife in political thought and history.[39]
Modern states[edit]Women voter outreach (1935)
The Peace of Westphalia (1648) is considered by political scientists to be the beginning of the modern international system,[40][41][42] in which external powers should avoid interfering in another country's domestic affairs.[43] The principle of non-interference in other countries' domestic affairs was laid out in the mid-18th century by Swiss jurist Emer de Vattel.[44] States became the primary institutional agents in an interstate system of relations. The Peace of Westphalia is said to have ended attempts to impose supranational authority on European states. The "Westphalian" doctrine of states as independent agents was bolstered by the rise in 19th century thought of nationalism, under which legitimate states were assumed to correspond to nations—groups of people united by language and culture.[45]
In Europe, during the 18th century, the classic non-national states were the multinational empires: the Austrian Empire, Kingdom of France, Kingdom of Hungary,[46] the Russian Empire, the Spanish Empire, the Ottoman Empire, and the British Empire. Such empires also existed in Asia, Africa, and the Americas; in the Muslim world, immediately after the death of Muhammad in 632, Caliphates were established, which developed into multi-ethnic transnational empires.[47] The multinational empire was an absolute monarchy ruled by a king, emperor or sultan. The population belonged to many ethnic groups, and they spoke many languages. The empire was dominated by one ethnic group, and their language was usually the language of public administration. The ruling dynasty was usually, but not always, from that group. Some of the smaller European states were not so ethnically diverse, but were also dynastic states, ruled by a royal house. A few of the smaller states survived, such as the independent principalities of Liechtenstein, Andorra, Monaco, and the republic of San Marino.
Most theories see the nation state as a 19th-century European phenomenon, facilitated by developments such as state-mandated education, mass literacy, and mass media. However, historians[who?] also note the early emergence of a relatively unified state and identity in Portugal and the Dutch Republic.[48] Scholars such as Steven Weber, David Woodward, Michel Foucault, and Jeremy Black have advanced the hypothesis that the nation state did not arise out of political ingenuity or an unknown undetermined source, nor was it an accident of history or political invention.[49][34][50] Rather, the nation state is an inadvertent byproduct of 15th-century intellectual discoveries in political economy, capitalism, mercantilism, political geography, and geography[51][52] combined with cartography[53][54] and advances in map-making technologies.[55]
Some nation states, such as Germany and Italy, came into existence at least partly as a result of political campaigns by nationalists, during the 19th century. In both cases, the territory was previously divided among other states, some of them very small. Liberal ideas of free trade played a role in German unification, which was preceded by a customs union, the Zollverein. National self-determination was a key aspect of United States President Woodrow Wilson's Fourteen Points, leading to the dissolution of the Austro-Hungarian Empire and the Ottoman Empire after the First World War, while the Russian Empire became the Soviet Union after the Russian Civil War. Decolonization lead to the creation of new nation states in place of multinational empires in the Third World.
Globalization[edit]Main article: Political globalization
Political globalization began in the 20th century through intergovernmental organizations and supranational unions. The League of Nations was founded after World War I, and after World War II it was replaced by the United Nations. Various international treaties have been signed through it. Regional integration has been pursued by the African Union, ASEAN, the European Union, and Mercosur. International political institutions on the international level include the International Criminal Court, the International Monetary Fund, and the World Trade Organization.
Political science[edit]This section needs additional citations for verification. Please help improve this article by adding citations to reliable sources in this section. Unsourced material may be challenged and removed. (December 2020) (Learn how and when to remove this message)Main article: Political sciencePlato (left) and Aristotle (right), from a detail of The School of Athens, a fresco by Raphael. Plato's Republic and Aristotle's Politics secured the two Greek philosophers as two of the most influential political philosophers.
The study of politics is called political science,[56] It comprises numerous subfields, namely three: Comparative politics, international relations and political philosophy.[57] Political science is related to, and draws upon, the fields of economics, law, sociology, history, philosophy, geography, psychology, psychiatry, anthropology, and neurosciences.
Comparative politics is the science of comparison and teaching of different types of constitutions, political actors, legislature and associated fields. International relations deals with the interaction between nation-states as well as intergovernmental and transnational organizations. Political philosophy is more concerned with contributions of various classical and contemporary thinkers and philosophers.[58]
Political science is methodologically diverse and appropriates many methods originating in psychology, social research, and cognitive neuroscience. Approaches include positivism, interpretivism, rational choice theory, behavioralism, structuralism, post-structuralism, realism, institutionalism, and pluralism. Political science, as one of the social sciences, uses methods and techniques that relate to the kinds of inquiries sought: primary sources such as historical documents and official records, secondary sources such as scholarly journal articles, survey research, statistical analysis, case studies, experimental research, and model building.
Political system[edit]Main article: Political systemSee also: Systems theory in political scienceMap of European nations coloured by percentage of vote governing party got in last election as of 2022Systems view of politics
The political system defines the process for making official government decisions. It is usually compared to the legal system, economic system, cultural system, and other social systems. According to David Easton, "A political system can be designated as the interactions through which values are authoritatively allocated for a society."[13] Each political system is embedded in a society with its own political culture, and they in turn shape their societies through public policy. The interactions between different political systems are the basis for global politics.
Forms of government[edit]Legislatures are an important political institution. Pictured is the Parliament of Finland.
Forms of government can be classified by several ways. In terms of the structure of power, there are monarchies (including constitutional monarchies) and republics (usually presidential, semi-presidential, or parliamentary).
The separation of powers describes the degree of horizontal integration between the legislature, the executive, the judiciary, and other independent institutions.
Source of power[edit]
The source of power determines the difference between democracies, oligarchies, and autocracies.
In a democracy, political legitimacy is based on popular sovereignty. Forms of democracy include representative democracy, direct democracy, and demarchy. These are separated by the way decisions are made, whether by elected representatives, referendums, or by citizen juries. Democracies can be either republics or constitutional monarchies.
Oligarchy is a power structure where a minority rules. These may be in the form of anocracy, aristocracy, ergatocracy, geniocracy, gerontocracy, kakistocracy, kleptocracy, meritocracy, noocracy, particracy, plutocracy, stratocracy, technocracy, theocracy, or timocracy.
Autocracies are either dictatorships (including military dictatorships) or absolute monarchies.
The pathway of regional integration or separationVertical integration[edit]
In terms of level of vertical integration, political systems can be divided into (from least to most integrated) confederations, federations, and unitary states.
A federation (also known as a federal state) is a political entity characterized by a union of partially self-governing provinces, states, or other regions under a central federal government (federalism). In a federation, the self-governing status of the component states, as well as the division of power between them and the central government, is typically constitutionally entrenched and may not be altered by a unilateral decision of either party, the states or the federal political body. Federations were formed first in Switzerland, then in the United States in 1776, in Canada in 1867 and in Germany in 1871 and in 1901, Australia. Compared to a federation, a confederation has less centralized power.
State[edit] Federal states Unitary states No government
All the above forms of government are variations of the same basic polity, the sovereign state. The state has been defined by Max Weber as a political entity that has monopoly on violence within its territory, while the Montevideo Convention holds that states need to have a defined territory; a permanent population; a government; and a capacity to enter into international relations.
A stateless society is a society that is not governed by a state.[59] In stateless societies, there is little concentration of authority; most positions of authority that do exist are very limited in power and are generally not permanently held positions; and social bodies that resolve disputes through predefined rules tend to be small.[60] Stateless societies are highly variable in economic organization and cultural practices.[61]
While stateless societies were the norm in human prehistory, few stateless societies exist today; almost the entire global population resides within the jurisdiction of a sovereign state. In some regions nominal state authorities may be very weak and wield little or no actual power. Over the course of history most stateless peoples have been integrated into the state-based societies around them.[62]
Some political philosophies consider the state undesirable, and thus consider the formation of a stateless society a goal to be achieved. A central tenet of anarchism is the advocacy of society without states.[59][63] The type of society sought for varies significantly between anarchist schools of thought, ranging from extreme individualism to complete collectivism.[64] In Marxism, Marx's theory of the state considers that in a post-capitalist society the state, an undesirable institution, would be unnecessary and wither away.[65] A related concept is that of stateless communism, a phrase sometimes used to describe Marx's anticipated post-capitalist society.
Constitutions[edit]
Constitutions are written documents that specify and limit the powers of the different branches of government. Although a constitution is a written document, there is also an unwritten constitution. The unwritten constitution is continually being written by the legislative and judiciary branch of government; this is just one of those cases in which the nature of the circumstances determines the form of government that is most appropriate.[66] England did set the fashion of written constitutions during the Civil War but after the Restoration abandoned them to be taken up later by the American Colonies after their emancipation and then France after the Revolution and the rest of Europe including the European colonies.
Constitutions often set out separation of powers, dividing the government into the executive, the legislature, and the judiciary (together referred to as the trias politica), in order to achieve checks and balances within the state. Additional independent branches may also be created, including civil service commissions, election commissions, and supreme audit institutions.
Political culture[edit]Inglehart-Weltzel cultural map of countries
Political culture describes how culture impacts politics. Every political system is embedded in a particular political culture.[67] Lucian Pye's definition is that, "Political culture is the set of attitudes, beliefs, and sentiments, which give order and meaning to a political process and which provide the underlying assumptions and rules that govern behavior in the political system."[67]
Trust is a major factor in political culture, as its level determines the capacity of the state to function.[68] Postmaterialism is the degree to which a political culture is concerned with issues which are not of immediate physical or material concern, such as human rights and environmentalism.[67] Religion has also an impact on political culture.[68]
Political dysfunction[edit]Political corruption[edit]Main article: Political corruption
Political corruption is the use of powers for illegitimate private gain, conducted by government officials or their network contacts. Forms of political corruption include bribery, cronyism, nepotism, and political patronage. Forms of political patronage, in turn, includes clientelism, earmarking, pork barreling, slush funds, and spoils systems; as well as political machines, which is a political system that operates for corrupt ends.
When corruption is embedded in political culture, this may be referred to as patrimonialism or neopatrimonialism. A form of government that is built on corruption is called a kleptocracy ('rule of thieves').
Insincere politics[edit]
The words "politics" and "political" are sometimes used as pejoratives to mean political action that is deemed to be overzealous, performative, or insincere.[69]
Levels of politics[edit]Macropolitics[edit]Main article: Global politicsMikhail Gorbachev addressing the UN General Assembly in 1988
Macropolitics can either describe political issues that affect an entire political system (e.g. the nation state), or refer to interactions between political systems (e.g. international relations).[70]
Global politics (or world politics) covers all aspects of politics that affect multiple political systems, in practice meaning any political phenomenon crossing national borders. This can include cities, nation-states, multinational corporations, non-governmental organizations, and/or international organizations. An important element is international relations: the relations between nation-states may be peaceful when they are conducted through diplomacy, or they may be violent, which is described as war. States that are able to exert strong international influence are referred to as superpowers, whereas less-powerful ones may be called regional or middle powers. The international system of power is called the world order, which is affected by the balance of power that defines the degree of polarity in the system. Emerging powers are potentially destabilizing to it, especially if they display revanchism or irredentism.
Politics inside the limits of political systems, which in contemporary context correspond to national borders, are referred to as domestic politics. This includes most forms of public policy, such as social policy, economic policy, or law enforcement, which are executed by the state bureaucracy.
Mesopolitics[edit]Local political event organized by Brothers of Italy in the council room of the Province of Chieti in 2025
Mesopolitics describes the politics of intermediary structures within a political system, such as national political parties or movements.[70]
A political party is a political organization that typically seeks to attain and maintain political power within government, usually by participating in political campaigns, educational outreach, or protest actions. Parties often espouse an expressed ideology or vision, bolstered by a written platform with specific goals, forming a coalition among disparate interests.[71]
Political parties within a particular political system together form the party system, which can be either multiparty, two-party, dominant-party, or one-party, depending on the level of pluralism. This is affected by characteristics of the political system, including its electoral system. According to Duverger's law, first-past-the-post systems are likely to lead to two-party systems, while proportional representation systems are more likely to create a multiparty system.
Micropolitics[edit]Filipino protest for a local political controversy involving the Pajero bishop in 2011
Micropolitics describes the actions of individual actors within the political system.[70] This is often described as political participation.[72] Political participation may take many forms, including:
ActivismBoycottCivil disobedienceDemonstrationPetitionPicketingStrike actionTax resistanceVoting (or its opposite, abstentionism)Political values[edit]Main article: Political philosophyDemocracy[edit]Part of the Politics seriesDemocracyHistoryTheoryIndicesshowTypesshowRelated topicsshowRegion Politics portalvteMain article: Democracy
Democracy is a system of processing conflicts in which outcomes depend on what participants do, but no single force controls what occurs and its outcomes. The uncertainty of outcomes is inherent in democracy. Democracy makes all forces struggle repeatedly to realize their interests and devolves power from groups of people to sets of rules.[73]
Among modern political theorists, there are three contending conceptions of democracy: aggregative, deliberative, and radical.[74]
Aggregation[edit]Main article: Aggregative democracy
The theory of aggregative democracy claims that the aim of the democratic processes is to solicit the preferences of citizens, and aggregate them together to determine what social policies the society should adopt. Therefore, proponents of this view hold that democratic participation should primarily focus on voting, where the policy with the most votes gets implemented.
Different variants of aggregative democracy exist. Under minimalism, democracy is a system of government in which citizens have given teams of political leaders the right to rule in periodic elections. According to this minimalist conception, citizens cannot and should not "rule" because, for example, on most issues, most of the time, they have no clear views or their views are not well-founded. Joseph Schumpeter articulated this view most famously in his book Capitalism, Socialism, and Democracy.[75] Contemporary proponents of minimalism include William H. Riker, Adam Przeworski, and Richard Posner.
According to the theory of direct democracy, on the other hand, citizens should vote directly, not through their representatives, on legislative proposals. Proponents of direct democracy offer varied reasons to support this view. Political activity can be valuable in itself, it socialises and educates citizens, and popular participation can check powerful elites. Most importantly, citizens do not rule themselves unless they directly decide laws and policies.
Governments will tend to produce laws and policies that are close to the views of the median voter—with half to their left and the other half to their right. This is not a desirable outcome as it represents the action of self-interested and somewhat unaccountable political elites competing for votes. Anthony Downs suggests that ideological political parties are necessary to act as a mediating broker between individual and governments. Downs laid out this view in his 1957 book An Economic Theory of Democracy.[76]
Polyarchy[edit]
Robert A. Dahl argues that the fundamental democratic principle is that, when it comes to binding collective decisions, each person in a political community is entitled to have his/her interests be given equal consideration (not necessarily that all people are equally satisfied by the collective decision). He uses the term polyarchy to refer to societies in which there exists a certain set of institutions and procedures which are perceived as leading to such democracy. First and foremost among these institutions is the regular occurrence of free and open elections which are used to select representatives who then manage all or most of the public policy of the society. However, these polyarchic procedures may not create a full democracy if, for example, poverty prevents political participation.[77] Similarly, Ronald Dworkin argues that "democracy is a substantive, not a merely procedural, ideal".[78]
Deliberation[edit]
Deliberative democracy is based on the notion that democracy is government by deliberation. Unlike aggregative democracy, deliberative democracy holds that, for a democratic decision to be legitimate, it must be preceded by authentic deliberation, not merely the aggregation of preferences that occurs in voting. Authentic deliberation is deliberation among decision-makers that is free from distortions of unequal political power, such as power a decision-maker obtained through economic wealth or the support of interest groups.[79][80][81] If the decision-makers cannot reach consensus after authentically deliberating on a proposal, then they vote on the proposal using a form of majority rule.
Equality[edit]Main article: Social equalityTwo-axis political compass chart with a horizontal socio-economic axis and a vertical socio-cultural axis and ideologically representative political colours, an example for a frequently used model of the political spectrum[82][83][84][85][86][87][88][89]Three axis model of political ideologies with both moderate and radical versions and the goals of their policies
Equality is a state of affairs in which all people within a specific society or isolated group have the same social status, especially socioeconomic status, including protection of human rights and dignity, as well as access to certain social goods and social services. Furthermore, it may also include health equality, economic equality and other social securities. Social equality requires the absence of legally enforced social class or caste boundaries and the absence of discrimination based on by an inalienable aspect of a person's identity. To this end, there must be equal justice under law, and equal opportunity regardless of, sex, gender, ethnicity, age, sexual orientation, origin, caste or class, income or property, language, religion, convictions, opinions, health or disability.
Left–right spectrum[edit]Main article: Left–right political spectrum
A common way of understanding politics is through the left–right political spectrum, which ranges from left-wing politics via centrism to right-wing politics. This classification is comparatively recent and dates from the French Revolution, when those members of the National Assembly who supported the republic, the common people and a secular society sat on the left and supporters of the monarchy, aristocratic privilege and the Church sat on the right.[90]
Today, the left is generally progressivist, seeking social progress in society. The more extreme elements of the left, named the far-left, tend to support revolutionary means for achieving this. This includes ideologies such as Communism and Marxism. The center-left, on the other hand, advocates for more reformist approaches, for example that of social democracy.
In contrast, the right is generally motivated by conservatism, which seeks to conserve what it sees as the important elements of society such as law and order, limited government and preserving individual freedoms. The far-right goes beyond this, and often represents a reactionary turn against progress, seeking to undo it. Examples of such ideologies have included Fascism and Nazism. The center-right may be less clear-cut and more mixed in this regard, with neoconservatives supporting the spread of free markets and capitalism, and one-nation conservatives more open to social welfare programs.
According to Norberto Bobbio, one of the major exponents of this distinction, the left believes in attempting to eradicate social inequality—believing it to be unethical or unnatural,[91] while the right regards most social inequality as the result of ineradicable natural inequalities, and sees attempts to enforce social equality as utopian or authoritarian.[92] Some ideologies, notably Christian Democracy, claim to combine left and right-wing politics; according to Geoffrey K. Roberts and Patricia Hogwood, "In terms of ideology, Christian Democracy has incorporated many of the views held by liberals, conservatives and socialists within a wider framework of moral and Christian principles."[93] Movements which claim or formerly claimed to be above the left-right divide include Fascist Terza Posizione economic politics in Italy and Peronism in Argentina.[94][95]
Freedom[edit]Main article: Political freedom
Political freedom (also known as political liberty or autonomy) is a central concept in political thought and one of the most important features of democratic societies. Negative liberty has been described as freedom from oppression or coercion and unreasonable external constraints on action, often enacted through civil and political rights, while positive liberty is the absence of disabling conditions for an individual and the fulfillment of enabling conditions, e.g. economic compulsion, in a society. This capability approach to freedom requires economic, social and cultural rights in order to be realized.
Authoritarianism and libertarianism[edit]
Authoritarianism and libertarianism disagree the amount of individual freedom each person possesses in that society relative to the state. One author describes authoritarian political systems as those where "individual rights and goals are subjugated to group goals, expectations and conformities",[96] while libertarians generally oppose the state and hold the individual as sovereign. In their purest form, libertarians are anarchists,[97] who argue for the total abolition of the state, of political parties and of other political entities, while the purest authoritarians are, by definition, totalitarians who support state control over all aspects of society.[98]
For instance, classical liberalism (also known as laissez-faire liberalism)[99] is a doctrine stressing individual freedom and limited government. This includes the importance of human rationality, individual property rights, free markets, natural rights, the protection of civil liberties, constitutional limitation of government, and individual freedom from restraint as exemplified in the writings of John Locke, Adam Smith, David Hume, David Ricardo, Voltaire, Montesquieu and others. According to the libertarian Institute for Humane Studies, "the libertarian, or 'classical liberal', perspective is that individual well-being, prosperity, and social harmony are fostered by 'as much liberty as possible' and 'as little government as necessary'."[100] For anarchist political philosopher L. Susan Brown (1993), "liberalism and anarchism are two political philosophies that are fundamentally concerned with individual freedom yet differ from one another in very distinct ways. Anarchism shares with liberalism a radical commitment to individual freedom while rejecting liberalism's competitive property relations."[101]
computer is a machine that can be programmed to automatically carry out sequences of arithmetic or logical operations (computation). Modern digital electronic computers can perform generic sets of operations known as programs. These programs enable computers to perform a wide range of tasks. The term computer system may refer to a nominally complete computer that includes the hardware, operating system, software, and peripheral equipment needed and used for full operation; or to a group of computers that are linked and function together, such as a computer network or computer cluster. It is sometimes named general purpose computer to distinguish it from a computer appliance.
A broad range of industrial and consumer products use computers as control systems, including simple special-purpose devices like microwave ovens and remote controls, and factory devices like industrial robots. Computers are at the core of general-purpose devices such as personal computers and mobile devices such as smartphones. Computers power the Internet, which links billions of computers and users.[citation needed]
Early computers were meant to be used only for calculations. Simple manual instruments like the abacus have aided people in doing calculations since ancient times. Early in the Industrial Revolution, some mechanical devices were built to automate long, tedious tasks, such as guiding patterns for looms. More sophisticated electrical machines did specialized analog calculations in the early 20th century. The first digital electronic calculating machines were developed during World War II, both electromechanical and using thermionic valves. The first semiconductor transistors in the late 1940s were followed by the silicon-based MOSFET (MOS transistor) and monolithic integrated circuit chip technologies in the late 1950s, leading to the microprocessor and the microcomputer revolution in the 1970s. The speed, power, and versatility of computers have been increasing dramatically ever since then, with transistor counts increasing at a rapid pace (Moore's law noted that counts doubled every two years), leading to the Digital Revolution during the late 20th and early 21st centuries.[citation needed]
Conventionally, a modern computer consists of at least one processing element, typically a central processing unit (CPU) in the form of a microprocessor, together with some type of computer memory, typically semiconductor memory chips. The processing element carries out arithmetic and logical operations, and a sequencing and control unit can change the order of operations in response to stored information. Peripheral devices include input devices (keyboards, mice, joysticks, etc.), output devices (monitors, printers, etc.), and input/output devices that perform both functions (e.g. touchscreens). Peripheral devices allow information to be retrieved from an external source, and they enable the results of operations to be saved and retrieved.[citation needed]
EtymologyA human computer, with microscope and calculator, 1952
It was not until the mid-20th century that the word acquired its modern definition; according to the Oxford English Dictionary, the first known use of the word computer was in a different sense, in a 1613 book called The Yong Mans Gleanings by the English writer Richard Brathwait: "I haue [sic] read the truest computer of Times, and the best Arithmetician that euer [sic] breathed, and he reduceth thy dayes into a short number." This usage of the term referred to a human computer, a person who carried out calculations or computations. The word continued to have the same meaning until the middle of the 20th century. During the latter part of this period, women were often hired as computers because they could be paid less than their male counterparts.[1] By 1943, most human computers were women.[2]
The Online Etymology Dictionary gives the first attested use of computer in the 1640s, meaning 'one who calculates'; this is an "agent noun from compute (v.)". The Online Etymology Dictionary states that the use of the term to mean "'calculating machine' (of any type) is from 1897." The Online Etymology Dictionary indicates that the "modern use" of the term, to mean 'programmable digital electronic computer' dates from "1945 under this name; [in a] theoretical [sense] from 1937, as Turing machine".[3] The name has remained, although modern computers are capable of many higher-level functions.
HistoryMain articles: History of computing and History of computing hardwareFor a chronological guide, see Timeline of computing.Pre-20th centuryThe Ishango bone, a bone tool dating back to prehistoric Africa
Devices have been used to aid computation for thousands of years, mostly using one-to-one correspondence with fingers. The earliest counting device was most likely a form of tally stick. Later record keeping aids throughout the Fertile Crescent included calculi (clay spheres, cones, etc.) which represented counts of items, likely livestock or grains, sealed in hollow unbaked clay containers.[a][4] The use of counting rods is one example.
The Chinese suanpan (算盘). The number represented on this abacus is 6,302,715,408.
The abacus was initially used for arithmetic tasks. The Roman abacus was developed from devices used in Babylonia as early as 2400 BCE. Since then, many other forms of reckoning boards or tables have been invented. In a medieval European counting house, a checkered cloth would be placed on a table, and markers moved around on it according to certain rules, as an aid to calculating sums of money.[5]
The Antikythera mechanism, dating back to ancient Greece circa 150–100 BCE, is an early analog computing device.
The Antikythera mechanism is believed to be the earliest known mechanical analog computer, according to Derek J. de Solla Price.[6] It was designed to calculate astronomical positions. It was discovered in 1901 in the Antikythera wreck off the Greek island of Antikythera, between Kythera and Crete, and has been dated to approximately c. 100 BCE. Devices of comparable complexity to the Antikythera mechanism would not reappear until the fourteenth century.[7]
Many mechanical aids to calculation and measurement were constructed for astronomical and navigation use. The planisphere was a star chart invented by Abū Rayhān al-Bīrūnī in the early 11th century.[8] The astrolabe was invented in the Hellenistic world in either the 1st or 2nd centuries BCE and is often attributed to Hipparchus. A combination of the planisphere and dioptra, the astrolabe was effectively an analog computer capable of working out several different kinds of problems in spherical astronomy. An astrolabe incorporating a mechanical calendar computer[9][10] and gear-wheels was invented by Abi Bakr of Isfahan, Persia in 1235.[11] Abū Rayhān al-Bīrūnī invented the first mechanical geared lunisolar calendar astrolabe,[12] an early fixed-wired knowledge processing machine[13] with a gear train and gear-wheels,[14] c. 1000 AD.
The sector, a calculating instrument used for solving problems in proportion, trigonometry, multiplication and division, and for various functions, such as squares and cube roots, was developed in the late 16th century and found application in gunnery, surveying and navigation.
The planimeter was a manual instrument to calculate the area of a closed figure by tracing over it with a mechanical linkage.
A slide rule
The slide rule was invented around 1620–1630, by the English clergyman William Oughtred, shortly after the publication of the concept of the logarithm. It is a hand-operated analog computer for doing multiplication and division. As slide rule development progressed, added scales provided reciprocals, squares and square roots, cubes and cube roots, as well as transcendental functions such as logarithms and exponentials, circular and hyperbolic trigonometry and other functions. Slide rules with special scales are still used for quick performance of routine calculations, such as the E6B circular slide rule used for time and distance calculations on light aircraft.
In the 1770s, Pierre Jaquet-Droz, a Swiss watchmaker, built a mechanical doll (automaton) that could write holding a quill pen. By switching the number and order of its internal wheels different letters, and hence different messages, could be produced. In effect, it could be mechanically "programmed" to read instructions. Along with two other complex machines, the doll is at the Musée d'Art et d'Histoire of Neuchâtel, Switzerland, and still operates.[15]
In 1831–1835, mathematician and engineer Giovanni Plana devised a Perpetual Calendar machine, which through a system of pulleys and cylinders could predict the perpetual calendar for every year from 0 CE (that is, 1 BCE) to 4000 CE, keeping track of leap years and varying day length. The tide-predicting machine invented by the Scottish scientist Sir William Thomson in 1872 was of great utility to navigation in shallow waters. It used a system of pulleys and wires to automatically calculate predicted tide levels for a set period at a particular location.
The differential analyser, a mechanical analog computer designed to solve differential equations by integration, used wheel-and-disc mechanisms to perform the integration. In 1876, Sir William Thomson had already discussed the possible construction of such calculators, but he had been stymied by the limited output torque of the ball-and-disk integrators.[16] In a differential analyzer, the output of one integrator drove the input of the next integrator, or a graphing output. The torque amplifier was the advance that allowed these machines to work. Starting in the 1920s, Vannevar Bush and others developed mechanical differential analyzers.
In the 1890s, the Spanish engineer Leonardo Torres Quevedo began to develop a series of advanced analog machines that could solve real and complex roots of polynomials,[17][18][19][20] which were published in 1901 by the Paris Academy of Sciences.[21]
First computerCharles BabbageA diagram of a portion of Babbage's Difference engineThe Difference Engine Number 2 at the Intellectual Ventures laboratory in Seattle
Charles Babbage, an English mechanical engineer and polymath, originated the concept of a programmable computer. Considered the "father of the computer",[22] he conceptualized and invented the first mechanical computer in the early 19th century.
After working on his difference engine he announced his invention in 1822, in a paper to the Royal Astronomical Society, titled "Note on the application of machinery to the computation of astronomical and mathematical tables".[23] He also designed to aid in navigational calculations, in 1833 he realized that a much more general design, an analytical engine, was possible. The input of programs and data was to be provided to the machine via punched cards, a method being used at the time to direct mechanical looms such as the Jacquard loom. For output, the machine would have a printer, a curve plotter and a bell. The machine would also be able to punch numbers onto cards to be read in later. The engine would incorporate an arithmetic logic unit, control flow in the form of conditional branching and loops, and integrated memory, making it the first design for a general-purpose computer that could be described in modern terms as Turing-complete.[24][25]
The machine was about a century ahead of its time. All the parts for his machine had to be made by hand – this was a major problem for a device with thousands of parts. Eventually, the project was dissolved with the decision of the British Government to cease funding. Babbage's failure to complete the analytical engine can be chiefly attributed to political and financial difficulties as well as his desire to develop an increasingly sophisticated computer and to move ahead faster than anyone else could follow. Nevertheless, his son, Henry Babbage, completed a simplified version of the analytical engine's computing unit (the mill) in 1888. He gave a successful demonstration of its use in computing tables in 1906.
Electromechanical calculating machineElectro-mechanical calculator (1920) by Leonardo Torres Quevedo.
In his work Essays on Automatics published in 1914, Leonardo Torres Quevedo wrote a brief history of Babbage's efforts at constructing a mechanical Difference Engine and Analytical Engine. The paper contains a design of a machine capable to calculate formulas like ax(y−z)2, for a sequence of sets of values. The whole machine was to be controlled by a read-only program, which was complete with provisions for conditional branching. He also introduced the idea of floating-point arithmetic.[26][27][28] In 1920, to celebrate the 100th anniversary of the invention of the arithmometer, Torres presented in Paris the Electromechanical Arithmometer, which allowed a user to input arithmetic problems through a keyboard, and computed and printed the results,[29][30][31][32] demonstrating the feasibility of an electromechanical analytical engine.[33]
Analog computersMain article: Analog computerSir William Thomson's third tide-predicting machine design, 1879–81
During the first half of the 20th century, many scientific computing needs were met by increasingly sophisticated analog computers, which used a direct mechanical or electrical model of the problem as a basis for computation. However, these were not programmable and generally lacked the versatility and accuracy of modern digital computers.[34] The first modern analog computer was a tide-predicting machine, invented by Sir William Thomson (later to become Lord Kelvin) in 1872. The differential analyser, a mechanical analog computer designed to solve differential equations by integration using wheel-and-disc mechanisms, was conceptualized in 1876 by James Thomson, the elder brother of the more famous Sir William Thomson.[16]