A game is a structured form of play, usually undertaken for entertainment or fun and sometimes used as an educational tool. It is distinct from work, which is usually carried out for remuneration, and from art, which is generally an expression of aesthetic or ideological elements.

There are a wide variety of games, some requiring skill, some requiring luck and others relying on the player’s imagination. In addition to being fun, many games have a significant social dimension as players interact with each other, and may also involve an audience of non-players such as when people watch a chess match or auto race.

A ‘game’ may be played on a computer, in a real-world setting or using a variety of other devices including mobile phones, digital TV sets and DVD players. It can be a board game, a sports game, an electronic arcade game or a computer or video game.

In a game, the objective is to achieve certain goals or outcomes within a set timeframe, for example, beating an opponent in a racing game or scoring the most points in a board game. The objectives and rules of a game are generally agreed between the participants in order to avoid any unfairness or exploitation of the other players. The rules are often designed to ensure that the objective is achieved in a reasonable timeframe, for example, by limiting the number of moves or rounds in a board game or by limiting the amount of resources available in a video game.

One of the most interesting and important aspects of a game is that it can provide an outlet for stress, anxiety or depression, and for some people, gaming can be more effective than medication in reducing these symptoms. However, there is a need to increase awareness of the risks involved in excessive gaming and to educate people on how to manage their playing behaviours.

The most common type of game is the computer or video game, which can be played on a variety of platforms including desktop computers, consoles and personal digital assistants (PDA). Games are usually created by large teams of developers and may have significant production values including voice acting for characters, foley art for sound effects, musical compositions and graphical design.

In the past, studies on the effects of video games have typically relied on self-report of play times and well-being. This approach has several drawbacks, including that it is notoriously difficult to measure accurately, and that it can lead to biased or unreliable results. A growing body of evidence suggests that it is necessary to use more accurate methods for assessing gaming behaviour, such as measuring objective gameplay and combining it with survey data on player well-being. To achieve this, a number of efforts have been made to encourage games companies to share anonymous user data with scientists. This is a vital step in ensuring that scientific research on the impact of gaming is rigorous and transparent.