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Parkour Everyday. Phantom Abyss. Prince of Persia. Prince of Persia: The Sands of Time. Prototype (video game) Prototype 2.
Parkour. Parkour ( French: [paʁkuʁ]) is an athletic training discipline or sport in which practitioners (called traceurs) attempt to get from one point to another in the fastest and most efficient way possible, without assisting equipment and often while performing feats of acrobatics. [ 5]
The following is a list of sports/games, divided by category. According to the World Sports Encyclopaedia (2003), there are 8,000 indigenous sports and sporting games . [ 1 ]
The parkour mechanics in Dying Light allow players to leap from one rooftop to another.. Dying Light is a survival horror video game played from a first-person perspective.The game is set in an open-world environment called Harran; initially, an area named the Slums can be freely explored, later adding a second area, accessible via sewers, called Old Town. [1]
A first-person shooter ( FPS) is a video game centered on gun fighting and other weapon-based combat seen from a first-person perspective, with the player experiencing the action directly through the eyes of the main character. [1] This genre shares multiple common traits with other shooter games, and in turn falls under the action games category.
Freerunning is an athletic and acrobatic discipline incorporating an aesthetic element, and can be considered either a sport or a performance art, or both. Freerunning is similar to parkour, from which it is derived, but emphasizes artistry over efficiency and speed. Freerunning involves interacting with physical obstacles in creative ways ...
Obstacle course. An obstacle course is a series of challenging physical obstacles an individual, team or animal must navigate, usually while being timed. Obstacle courses can include running, climbing, jumping, crawling, swimming, and balancing elements with the aim of testing speed, endurance and agility. Sometimes a course involves mental tests.
Educational games, as the name implies, attempt to teach the user using the game as a vehicle. Most of these types of games target young users from the ages of about three years to mid-teens; [citation needed] past the mid-teens, subjects become so complex (e.g. Calculus) that teaching via a game is generally impractical [citation needed ...