Tuesday, August 27, 2019
Non-strategic games Case Study Example | Topics and Well Written Essays - 3250 words
Non-strategic games - Case Study Example Games are normally based on certain strategic principles (Condon 498-410). In non-strategic games, little skills are involved. In fact, there are no predetermined solutions and results and hence none of the players can determine how the outcome of the game would be. Experience in non-strategic games is not of essence. The crucial factor that separates this type of game and business models from the rest is that there exists relatively little chance involved. All players, or business partners in a business scenario, have equal degree of knowledge of the elements of the game or business market constraints. Little or no physical skills are required in this game. Examples of strategic games include the Mastermind, English Draughts, Chess, Go, and the Nine Men's Morris. Non-strategic games are also different from the strategic ones which involve strategic decision making. Non-strategic games do not focus on important issues of the game, they do not consider long term horizons nor do they bother with the need to be accountable. There is very little or no accounts for uncertainty. Businesses and business managers heavily employ the concept of non-strategic games in their decision making processes. A strategy or tactics in general are usually contrasted with luck. ... Wishful behaviors are not associated to strategic games. Games exist on a continuum from pure skill to pure chance, with strategic games usually towards the skill end of the spectrum (462). There exist so many non-strategic games in Europe and in other parts of the world. Some of these games are chess and other chase related games, paper and pencil games such as dot and boxes and the sprouts game, the n-in-a-row games among others. A game of skills is not a strategic game. This is precisely because the the outcome is determined mainly by mental and sometimes by the physical skills and not purely ones chance. Non-strategic games, unlike other games of skill, are not a means of exploring one's own capabilities. They also do not encourage the players to understand, look into and even experience what is happening. Technological advancement has for quite a long time encouraged the use and development of non-strategic games. Even though most games involve a degree of chance, randomization devices are used mainly to ensure that the chances of an instance repeating itself are minimal. Some of the commonly used randomization devices and games include the coin flip, the dice, playing cards and the random number generator. There is always a legal importance in the distinction between chance and the use of skills in accomplishing a given task. Chance games and even chance business management strategies and decision making models are differentiated from the ones where skills are employed. However, the legal distinction between the two terms is often vague and it varies widely from one set up to anoth er. Unlike non-strategic games, abstract strategy games are only loosely tied to a real-world theme, if at all. A small category of non-perfect and abstract strategy
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