Serious Game Classification

Classic 20Q 1995  

Informations Analyses Discussion





Besides play, this title features the following intents:
  • Educative message broadcasting


This title is used by the following domains:
  • Entertainment
  • Education


This title targets the following audience:
Age : 12-16 / 17-25 / 8-11
General Public


The gameplay of this title is Game-based
(designed with stated goals)

The core of gameplay is defined by the rules below:

Similar games

2x2 2x2

This is not the first computerized version of the "what am I thinking of?" party game 20 Questions (see Animal Vegetable Mineral and the mainframe predecent Animals) but it is likely the most comprehensive, boasting a neural net database that's been cultivated since 1988.

How it works: the player thinks of some object or noun, and defies the computer to guess what it is by asking questions -- classically up to 20, but optionally even more. Rather than asking simple "yes/no?" questions, the computer asks the player to rate its questions on a spectrum of relevance including Yes, No, Unknown, Irrelevant, Sometimes, Probably or Doubtful. This not only leads the algorithm to the player's hidden focus, but also teaches it. Ultimately, it guesses what the player is thinking of, unless the player has been feeding it bad input, in which case it takes a bit longer.

A bevy of theme-specific spin-offs of the technology have been branched off (the original all-purpose database rebranded from 20Q to "Classic 20Q") and it has been exported to portable dedicated electronic devices. [source:mobygames]

Distribution : Retail - Commercial
Platform(s) : Browser (Flash)