How did Gambling became a game ?

All of us have learned to relate to our family, material, social and cultural realm through play. Etymologically, researchers report that the word game comes from two Latin words: “iocum and ludus-ludere” both refer to joke, fun, Joke, and are often used interchangeably along with the expression playful activity. Games play an important part in the life of each person, since regardless of religion, race or culture surely, has been involved in some of these activities, helping Encourage the different areas of development of the child that acts within the game, physically helps the correct coordination of different parts of the body, also helps to expand motor skills and discover new sensations, at the intellectual level is stimulated reasoning ability .

Is encouraged to imagination and creativity, can also greatly develop language, in the field s It teaches the child to abide by a set of rules already imposed, develops responsibility and self-control as well as fosters participation and cooperation with others, ultimately helps him to express himself freely and release tensions, it can also increase self-esteem And to the development of the personality.

There have been innumerable definitions about the game, thus, the dictionary of the Real Academy contemplates it as a recreational exercise subject to rulesIn which it is won or lost. However the very polysemy of this and the subjectivity of the different authors imply that any definition is no more than a partial approach to the ludic phenomenon.

It can be affirmed that the game, like any socio-cultural reality, is impossible to define in absolute terms, and therefore the definitions describe some of its characteristics. Among the most well-known conceptualizations are the following: Huizinga (1938): “The game is an action or free occupation, which develops within certain temporal and spatial limits, according to rules absolutely obligatory, although freely accepted, action that ends in Itself and is accompanied by a feeling of tension and joy and of the consciousness of-to be otherwise than in ordinary life Cagigal, JM (1996): “Free, spontaneous, disinterested and inconsequential action that takes place in a temporal limitation and Spatial relationship of habitual life, according to certain rules, established or improvised and whose informative element is tension.

In conclusion, these and other authors like Roger Caillois, Moreno Palos, etc., include in their definitions a series of characteristics common to all The visions, of which some of the most representative are The game is a free activity: it is a voluntary event, nobody is Is forced to play. It is located in some space limitations and in some temporary imperatives established beforehand or improvised at the time of the game.

It has an uncertain character. Being a creative, spontaneous and original activity, the final result of the game fluctuates constantly, which motivates the presence of a pleasant uncertainty that captivates us all. It is a manifestation that has a purpose in itself, is gratuitous, disinterested and inconsequential. This feature is going to be very important in the children’s game since it does not allow any failure. The game is developed in a world