“…When the source of this uncertainty is based on the motor communication that takes place between players, four different motor domains can be established: (a) the psychomotor domain, in which the participant performs the task alone without any motor communication with others, as in a long-jump competition or when playing with a yo-yo; (b) the cooperative domain, in which participants share a common language involving clear messages of assistance, as in a children's ring-dancing game or a piggyback race; (c) the opposition domain, in which participants share a language of confusing signs, of messages that hide their true intentions, thereby enabling them to deceive their adversary, as in the case of arm wrestling or escaping from your pursuer in the game of tag; and (d) the cooperation-opposition domain, characteristic of those traditional games that combine opposition between rivals with collaboration among teammates, as in dodgeball or red rover, all of which are situations where motor communication must be transparent for teammates but opaque for rivals. The participants who are immersed in a given motor activity will evaluate each game situation according to their expectations (Azzarito et al, 2006;Collard, Oboeuf, & Ahmaidi, 2007;Greene & DeBacker, 2004;Puig & Vilanova, 2011), and the emotions they experience will depend on the evaluation they make at any given moment (Garcia Bengoechea, Sabiston, Ahmed, & Farnoush, 2010;Hatfield, Cacipoppo, & Rapson, 1994;Puig & Vilanova, 2011). Therefore, by considering the presence or not of a competitive element and the possible social relationships involved, we can classify motor games according to eight potential categories and thereby examine in greater detail the effect they produce on the emotional experience of participants.…”