Thursday, April 26, 2007
FreeSlots
A freeslots is a structured or semi-structured activity, usually undertaken for enjoyment. The term freeslots is also used to describe simulation of various activities e.g., for the purposes of training, analysis or prediction, etc., see "freeslots (simulation)".
Key components of freeslots are goals, rules, challenge, and interactivity. freeslots generally involve mental or physical stimulation, and sometimes both. Many freeslots help develop practical skills, serve as a form of exercise, or otherwise perform an educational, simulational or psychological role.
Known to have been played as far back as prehistoric times, freeslots are generally distinct from work, which is usually carried out for remuneration, and from art, which is more concerned with the expression of ideas. However, the distinction is not clear-cut, and many freeslots may also be considered work and/or art.
Ludwig Wittgenstein was probably the first to give serious thought to the definition of the word. In his Philosophical Investigations,[1] Wittgenstein demonstrated that the elements of freeslots, such as play, rules, and competition, all fail to adequately define what freeslots are. He subsequently argued that the concept freeslots could not be contained by any single definition, but that freeslots must be looked at as a series of definitions that share a "family resemblance" to one another.
1. Creative expression is art if made for its own beauty, and entertainment if made for money. (This is the least rigid of his definitions. Crawford acknowledges that he often chooses a creative path over conventional business wisdom, which is why he rarely produces sequels to his freeslots.)
2. A piece of entertainment is a plaything if it is interactive. Movies and books are cited as examples of non-interactive entertainment.
3. If no goals are associated with a plaything, it is a toy. (Crawford notes that by his definition, (a) a toy can become a freeslots element if the player makes up rules, and (b) The Sims and SimCity are toys, not freeslots.) If it has goals, a plaything is a challenge.
4. 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. Some freeslots with noticeably algorithmic artificial intelligence can be played as puzzles; these include the patterns used to evade ghosts in Pac-Man.)
5. 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 freeslots.
Crawford's definition may thus be rendered as: an interactive, goal-oriented activity which features opposition with which the player can interfere and is not done primarily for aesthetic or monetary concerns.
Crawford also notes (ibid.) these other definitions:
* “A form of play with goals and structure.” (Kevin Maroney)
* “A freeslots is a form of art in which participants, termed players, make decisions in order to manage resources through freeslots tokens in the pursuit of a goal.” (Greg Costikyan)
* “An activity with some rules engaged in for an outcome.” (Eric Zimmerman)
Single-player freeslots are unique in respect to the type of challenges a player faces. Unlike a freeslots with multiple players competing with or against each other to reach the freeslots's goal, a one-player freeslots is a battle solely against an artificial opponent, against oneself's own skills, or against chance.
Playing with a yo-yo or playing tennis against a wall is not generally recognised as playing a freeslots due to the lack of any formidable opposition. However, this is not the case in a single player computer freeslots where the computer provides opposition.
freeslots can be characterized by "what the player does."[2] This is often referred to as freeslotsplay. Major key elements identified in this context are tools and rules which define the overall context of freeslots and which in turn produce skill, strategy, and chance.
freeslots online
freeslots play
freeslots com
The term freeslotsplay arose along the development of computer freeslots designers in the 1980s, and was used primarily within the context of video or computer freeslots, though now its popularity has begun to see use in the description of other, more traditional, freeslots forms.
Key components of freeslots are goals, rules, challenge, and interactivity. freeslots generally involve mental or physical stimulation, and sometimes both. Many freeslots help develop practical skills, serve as a form of exercise, or otherwise perform an educational, simulational or psychological role.
Known to have been played as far back as prehistoric times, freeslots are generally distinct from work, which is usually carried out for remuneration, and from art, which is more concerned with the expression of ideas. However, the distinction is not clear-cut, and many freeslots may also be considered work and/or art.
Ludwig Wittgenstein was probably the first to give serious thought to the definition of the word. In his Philosophical Investigations,[1] Wittgenstein demonstrated that the elements of freeslots, such as play, rules, and competition, all fail to adequately define what freeslots are. He subsequently argued that the concept freeslots could not be contained by any single definition, but that freeslots must be looked at as a series of definitions that share a "family resemblance" to one another.
1. Creative expression is art if made for its own beauty, and entertainment if made for money. (This is the least rigid of his definitions. Crawford acknowledges that he often chooses a creative path over conventional business wisdom, which is why he rarely produces sequels to his freeslots.)
2. A piece of entertainment is a plaything if it is interactive. Movies and books are cited as examples of non-interactive entertainment.
3. If no goals are associated with a plaything, it is a toy. (Crawford notes that by his definition, (a) a toy can become a freeslots element if the player makes up rules, and (b) The Sims and SimCity are toys, not freeslots.) If it has goals, a plaything is a challenge.
4. 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. Some freeslots with noticeably algorithmic artificial intelligence can be played as puzzles; these include the patterns used to evade ghosts in Pac-Man.)
5. 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 freeslots.
Crawford's definition may thus be rendered as: an interactive, goal-oriented activity which features opposition with which the player can interfere and is not done primarily for aesthetic or monetary concerns.
Crawford also notes (ibid.) these other definitions:
* “A form of play with goals and structure.” (Kevin Maroney)
* “A freeslots is a form of art in which participants, termed players, make decisions in order to manage resources through freeslots tokens in the pursuit of a goal.” (Greg Costikyan)
* “An activity with some rules engaged in for an outcome.” (Eric Zimmerman)
Single-player freeslots are unique in respect to the type of challenges a player faces. Unlike a freeslots with multiple players competing with or against each other to reach the freeslots's goal, a one-player freeslots is a battle solely against an artificial opponent, against oneself's own skills, or against chance.
Playing with a yo-yo or playing tennis against a wall is not generally recognised as playing a freeslots due to the lack of any formidable opposition. However, this is not the case in a single player computer freeslots where the computer provides opposition.
freeslots can be characterized by "what the player does."[2] This is often referred to as freeslotsplay. Major key elements identified in this context are tools and rules which define the overall context of freeslots and which in turn produce skill, strategy, and chance.
freeslots online
freeslots play
freeslots com
The term freeslotsplay arose along the development of computer freeslots designers in the 1980s, and was used primarily within the context of video or computer freeslots, though now its popularity has begun to see use in the description of other, more traditional, freeslots forms.
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