The Definition of Game
There are many different definitions of game, but all share the core principle that it is an activity undertaken for enjoyment or entertainment. This can range from the competitive and skill based games that are popular in arcades, to pure narrative experiences and even deconstructed or abstract art. In addition, game can also be seen as a way to learn and practice skills, or as a form of therapy or rehabilitation.
A video game is a digital interactive experience that uses an electronic visual display to create a simulation of reality. It is typically played on a device such as a computer, console or mobile phone. Unlike traditional toys, video games can be played by multiple players and are often collaborative or social. They are designed to engage players in a variety of ways, from immersive worlds with high-resolution graphics to simple puzzles with low cognitive demands.
Regardless of the genre, most games have common elements including a fictional setting and some kind of reward mechanism. The emergence of digital technology has led to a wide variety of gameplay, from highly competitive and skill-based titles to narrative and experimental experiences. The popularity of these games has created a demand for research into how they affect the wellbeing of the players and their impact on society.
There is a thriving industry around the design of video games, with developers often designing the game they would like to play themselves. While this is a valid approach, it is important to consider the market for the game in order to ensure that there is a potential audience who will be interested in it. A good start is to think about the unique appeal factors that are specific to the title.
Another definition of game is provided by Tracey Fullerton who describes it as “a closed formal system that engages players in structured conflict with unequal outcomes for them”. This builds on Burgun’s idea that games are goal-directed activities that are pursued by ludological agreement to the rules of the game. However, this definition also emphasises that the rules constrict the means in which players surmount the game’s challenges.
The magic circle of games is the framework in which the goals and expectations of players, between each other and from the game are set. This concept is fundamental to a player’s experience with the game and can vary greatly based on player’s gaming literacy; commitment to and their response for playing the game. This variation is the reason that games can be categorized as either conventional or applied. Conventional games are those which are played purely for entertainment and commercialization, while applied games (also known as serious games or learning games) are used for teaching and development. This definition is largely the basis of games-based learning, which uses gaming as a tool to support other curriculum-based learning objectives.