The History of Quantum Games

Laura Piispanen, Edward Morrell, Solip Park, Marcell Pfaffhauser, Annakaisa Kultima
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Abstract

In this paper, we explore the historical development of playable quantum physics related games (\textit{\textbf{quantum games}}). For the purpose of this examination, we have collected over 260 quantum games ranging from commercial games, applied and serious games, and games that have been developed at quantum themed game jams and educational courses. We provide an overview of the journey of quantum games across three dimensions: \textit{the perceivable dimension of quantum physics, the dimension of scientific purposes, and the dimension of quantum technologies}. We then further reflect on the definition of quantum games and its implications. While motivations behind developing quantum games have typically been educational or academic, themes related to quantum physics have begun to be more broadly utilised across a range of commercial games. In addition, as the availability of quantum computer hardware has grown, entirely new variants of quantum games have emerged to take advantage of these machines' inherent capabilities, \textit{quantum computer games}
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量子游戏的历史
在本文中,我们探讨了可玩量子物理相关游戏\textit{\textbf{(量子游戏)}}的历史发展。为了这次考试,我们收集了260多个量子游戏,包括商业游戏,应用和严肃游戏,以及在量子主题游戏jam和教育课程中开发的游戏。我们在三个维度上概述了量子游戏的历程:\textit{量子物理的可感知维度,科学目的的维度和量子技术的维度}。然后,我们进一步思考量子博弈的定义及其含义。虽然开发量子游戏背后的动机通常是教育或学术的,但与量子物理相关的主题已经开始在一系列商业游戏中得到更广泛的应用。此外,随着量子计算机硬件的可用性的增长,全新的量子游戏变体已经出现,以利用这些机器的固有能力,\textit{量子计算机游戏}
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