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Party video game

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Genre of video games
This article is about the genre of video games. For parties within role-playing games, seeParty (role-playing games).
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Video games

Aparty video game is a genre of video game that stems from in-personparty games, involving player-to-player interaction as the central gameplay element. These games are often defined by simple controls which can be easily picked up and understood by players of any skill level.

Party video games generally consist of short-term experiences which may be played in succession, and are sometimes characterized in the form ofminigames. These experiences may be played singularly or in a group, and usually feature several players competing simultaneously.[1]

History

[edit]

The first party video game is thought to beOlympic Decathlon, releasing in 1980.[2]

In 1983,Party Mix was released for the Atari, and consisted of an anthology of five multiplayer games, which began the format of party video games releasing as a series of individually-selectable minigames.[3]

In 1995,You Don't Know Jack was released, the first of theYou Don't Know Jack franchise and the precursor to theJackbox Party Pack collection in 2014.[4]

In 1998,Mario Party was released on theNintendo 64.[5] Its launch eventually brought about the rest of theMario Party franchise, in wake of the game's success across markets.Mario Party 2 was released in 1999, andMario Party 3 was released in 2000.

The launch of theWii in 2006 led to the creation ofWii Play, a minigame collection that was bundled with certain copies of the Wii console.[6] Years later, in the summer of 2010, Nintendo releasedWii Party, which received a 7/10 on IGN, citing it as "a pretty good game to bring out during family game nights or videogame friendly cocktail parties."[7]

The introduction of theNintendo Switch in 2017 changed party gaming to a hybrid portable and home-used party game. TheJoy-Con controllers could be detached and used to play with two-players without additional accessories, which promoted spontaneous multiplayer gaming. Additional controllers can be paired to the console for a total of four-players can play.Super Mario Party (2018) was a continuation of the board-and-minigame format of its predecessors, andMario Party Superstars (2021) revived the nostalgia of theNintendo 64 andGameCube on the new platform. The Switch was also used as a standard multiplayer game likeMario Kart 8 Deluxe (2017), which was still popular among players to have group racing sessions.[8]

Remote and online party games increased in popularity in the late 2010s and the early 2020s. TheJackbox Party Pack series also proposed a smartphone controller system, which enabled more players to join without using the traditional controllers.[9] The social deduction gameAmong Us was popularly used to conduct online gatherings during theCOVID-19 pandemic due to its easy rules and group discussion format.[10] Online streaming platforms likeTwitch andYouTube made party games more visible, making the gameplay an activity that could be enjoyed by online viewers as collective entertainment.[9][11]

Gameplay and Design

[edit]

Party games are designed for quick plays, with simple rules along with easy to follow gameplay.  Through the use of clear visual cues, prompt instructions, and quick rounds, players new to video games can start playing within seconds.[12] Developers typically design these games around amusement, group interaction, and light competition, where winning matters less than having fun together.[13] Many modern titles are designed with accessibility in mind. For example,Jackbox Games, which uses phones as controllers, removing the need for extra accessories or experience. The developers refer to this approach as "inclusivity through design".[14]

Social and Cultural Impact

[edit]

Party video games allow users to connect and interact by completing various challenges together. Researchers found that these games helped maintain friendships, reduce boredom, and increase group get-togethers.[15][16] DuringCOVID-19, many people turned to online party games, such asJackbox Party,Among Us, andGang Beasts to stay in touch.[15]

Schools and employers have used them to encourage teamwork and communication, showing playful interactions can lead to collaboration.[9] The humor and visual design in these games typically reflects broader social values, such as how players interact, compete, and joke with each other.[16][17]

Popular Culture

[edit]

Party video games have become a part of popular culture in gaming and media. Their characters, sound effects, and funny moments that are often shared through memes, clips, or on social platforms (e.g.Twitch;YouTube). Many are featured on streaming platforms likeTwitch,YouTube, orTikTok, where gameplay has turned into a form of shared entertainment. Viewer can watch and comment on live sessions of streamers playing games such asJackbox[11] orAmong Us,[10] turning it into a type of social performance.[9]

Education

[edit]

Games (such asKahoot,[18]Minecraft,[19][20]Jackbox Party,[21] orKeep Talking and Nobody Explodes[22][23]) are sometimes used in classrooms as a way of improving teamwork, creativity, and communication. They help with social learning because players need to listen, cooperate, and adapt with each other to whatever happens. The genre provides an opportunity to allow individuals to bridge the cultural and social barriers. It turns a simple activity into an interactive experience shared with others rather than something done alone.[9]

See also

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References

[edit]
  1. ^Oddo, Marco Vito (18 July 2021)."Video Game Slang Explained".Collider. Valnet Publishing Group. Retrieved3 September 2024.
  2. ^Williams, Gregg (December 1981)."New Games New Directions".BYTE. pp. 6–10. Retrieved3 September 2024.
  3. ^Weiss, Brett (December 20, 2011).Classic Home Video Games, 1972-1984: A Complete Reference Guide.McFarland & Company. p. 88.ISBN 978-0-7864-8755-4. Retrieved3 September 2024.
  4. ^Sinclair, Brendan (June 5, 2013)."Jellyvision changes name to Jackbox Games".GamesIndustry.biz. Retrieved3 September 2024.
  5. ^"Mario Party US-Bound".IGN. December 1, 1998.Archived from the original on September 20, 2019. Retrieved3 September 2024.
  6. ^Harris, Craig (September 15, 2006)."Hands-On Wii Play".IGN.Archived from the original on October 15, 2020. Retrieved3 September 2024.
  7. ^Harris, Craig (2010-10-03)."Wii Party Review".IGN. Retrieved2025-06-20.
  8. ^Machkovech, Sam (2017-03-06)."How does Nintendo Switch actually stack up at a party?".Ars Technica. Retrieved2025-11-13.
  9. ^abcde"10.4 The Impact of Video Games on Culture".Mass Media in a Free Society. 2024-08-19 – via Pressbooks.
  10. ^abFrizby (2024-08-05)."Exploring Among Us' success story as an Indie game - Raidiant".Raidiant. Archived fromthe original on 2025-06-26. Retrieved2025-11-13.
  11. ^abGardner, Matt."Jackbox Games Brings The Party Back–And This Time, It's Global".Forbes. Retrieved2025-11-13.
  12. ^"What is the Party Video Game Genre?".European Studios. Retrieved2025-11-07.
  13. ^nyfa (2016-01-14)."Three Principles Every Video Game Designer Should Follow".NYFA. Retrieved2025-11-07.
  14. ^"These Design Principles Made Jackbox a Party Game Phenomenon".Built In. Retrieved2025-11-07.
  15. ^abBallard, Mary E.; Spencer, Michael T. (March 2023)."Importance of Social Videogaming for Connection with Others During the COVID-19 Pandemic".Games and Culture.18 (2):251–264.doi:10.1177/15554120221090982.ISSN 1555-4120.PMC 9047596.PMID 38603156.
  16. ^abWu, Cocuhen; Chang, Chih-Hsuan (2025-03-24)."How multiplayer online games can yield positive effects on individual gamers, gaming companies, and society as a whole".Humanities and Social Sciences Communications.12 (1): 420.doi:10.1057/s41599-025-04690-6.ISSN 2662-9992.
  17. ^"Video Games and Culture - Atlas Localization". 2024-09-27. Retrieved2025-11-07.
  18. ^Wang, Alf Inge; Tahir, Rabail (2020-05-01)."The effect of using Kahoot! for learning – A literature review".Computers & Education.149 103818.doi:10.1016/j.compedu.2020.103818.ISSN 0360-1315 – via Science Direct.
  19. ^bio, See full."13 (Secretly) Educational Video Games That Kids Will Actually Like".CNET. Retrieved2025-11-13.
  20. ^"Minecraft Education: A Comprehensive Guide for Teachers".www.structural-learning.com. Retrieved2025-11-13.
  21. ^"Connecting with Students Through Play: 5 Games We've Used in Our Virtual Youth Programming".cpp-college.netlify.app. Retrieved2025-11-13.
  22. ^Roos, Rob (2017-10-09)."Speaking Strategies with "Keep Talking and Nobody Explodes"".Videogames in Education. Retrieved2025-11-13.
  23. ^"Having a Blast with a Computer-Mediated Information Gap Task: Keep Talking & Nobody Explodes in the EFL Classroom | JALT Publications".jalt-publications.org. Retrieved2025-11-13.
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