The question of what is a game is one that is often asked about video games, especially with the popularity of titles such as Tetris, X-Box and Fortnite. This month it’s been brought back into focus by a group arguably less qualified than developers to give a concrete definition: lawyers, in the Epic Vs Apple trial. While there’s no single definition of a game, most agree that the term is used to describe interactive entertainment and that the primary difference between it and other forms of media is that you can interact with it.

Whether that interaction is a physical one (such as tug of war), a social interaction between players or a virtual social interaction in a video game, a game’s rules and formal structures are what gives it its structure, certainty and structure. This structure allows it to operate within the Magic Circle of play where players make choices and decisions based on their knowledge, experience and understanding of the game. This also means that players can change their goals and strategies during gameplay and that these changes can have significant effects on the outcome of the game.

In the context of video games, the Magic Circle of play is dominated by the player’s ability to control the outcome and success of their actions. This is usually accomplished by utilizing the tools and constraints of the game. This control of the outcomes of their actions is facilitated by aspects of interactivity that are referred to as “interaction alibis” that help players to navigate the uncertainty and ambiguity of game play. These can include things such as stories, instructions, presentations and representations that provide players with the sense of security and safety that is necessary to allow them to be playful.

For some, the Magic Circle of play can have meaning and significance beyond their enjoyment of it. This is the case when games have some sort of educational or social purpose. This is often referred to as games-based learning.

While some researchers have argued that games-based learning is not effective, other studies have shown that playing certain types of games can lead to positive social and personal outcomes in people who play them. For example, a study found that when participants were able to experience autonomy, competence and relatedness while playing a video game, they experienced an increase in their subjective well-being.

While it is important to understand the Magic Circle of play, it’s equally important to recognize that not all games are created equal. In fact, many games are created with a specific type of audience in mind. These audiences can vary from a specific demographic to a particular genre. This can affect the design and content of the game, how it’s distributed, and where players can find it. For example, a game may be designed for children to help them learn about the world around them. In other cases, it might be designed to be a form of art.