Game is an activity which has goals, rules, and challenges and involves mental or physical stimulation. It is distinct from other forms of entertainment such as movies, books, or sports. It is a form of play which allows individuals to test their skills, explore possible futures, develop practical skills, or perform an educational or simulational function. The term may also refer to a board game or a video game.

A game can be competitive, challenging, skill based or narrative driven. It can take place in a real world, virtual world or one of many different representations of that world. It can be a single player or multi-player. It can be abstract, deconstructed or fully immersive. It can be a simple puzzle such as Tetris or a complex story-based adventure in an immersive virtual world such as Final Fantasy. It can require luck, strategy or a combination of both. It can be played alone or with friends. It can be educational, social, or a mixture of both. It can be a tool for learning, a form of exercise, or a way to relax.

The definition of game is a constantly evolving and shifting concept as games continue to evolve, expand, and develop. A large part of this is due to the varying cultural contexts in which they are experienced and the diverse range of purposes for which they are used. As a result, it is nearly impossible to come up with a perfect, eternal definition of all games for all purposes.

One of the most common interpretations for the definition of game comes from Bernard Suits who describes a game as “the voluntary attempt to overcome unnecessary obstacles.” This takes into account the freedom for players to choose to participate in the magic circle of a given game and their commitment to abide by its rules. It also stresses the nature of games as goal-directed activities which are pursued and achieved through inefficient means.

This idea is further developed by Keith Burgun who defines a game as a closed formal system that engages players in structured conflict with and against other participants that ends in unequal outcomes for them. This reflects the innate inequality of outcomes for players that is inherent to most games. It also highlights the uniqueness of the rules of a given game in that they constrict the means by which players surmount its challenges.

These ideas are further expanded upon by Tracey Fullerton who defines a game as “a closed formal system that engages participants in a series of conflict with each other and ends in a sequence of unequal outcomes for all parties.” This builds on the ideas of Suits and Burgun by stressing the structured nature of the conflict and the inequality of results between players. It also draws on the concepts of a ‘interaction alibis’ which provides structure for players in the face of uncertainty during their gameplay. This is akin to the ways in which other elements of a given gaming environment (such as characters, costumes, instructions, and presentations) can provide a sense of security and familiarity for players during their interaction with a given game.