Programs designed for play on a handheld computing device primarily intended for mathematical computation offer entertainment and diversion. Examples include recreations of classic puzzle titles, simple strategy simulations, and basic arcade-style challenges, all adapted to the specific input and display capabilities of these devices.
The availability of these programs provides a constructive use for the hardware outside of academic settings, potentially encouraging interest in programming and problem-solving among users. Historically, this development stemmed from a desire to extend the functionality of the device beyond its intended purpose, driven by user ingenuity and the relatively open architecture of some models.