A game is an activity characterized by goal-directed action and a set of rules that constrict means for meeting those goals. Games are often a form of entertainment, but they may also serve educational, simulational or psychological functions. They can be played individually, competitively or for the benefit of others. Some games require physical activity, while others are purely mental.

A plaything is a tool or piece of equipment used for engaging in a game, such as a ball, a board, a toy car or a computer game. Toys are a subset of games that include both playthings and non-toys. A toy is considered to be a game if it has the potential for engaging in a structured, goal-oriented activity and a set of rules that defines how it is to be played.

The definition of a game is contested, with some academics arguing that games are defined by the tools and rules they use, while others argue that a game is more than just an activity. For example, a boardgame can be played with different materials (such as a tablecloth) or with different players and still be a game. A game can be a simple and unstructured activity such as hide-and-seek, or a complex multi-player simulation such as an auto race or a war.

While some scholars have argued that videogames are unique because they are interactive, others point out that many real-world activities can take on game-like characteristics, such as negotiations and business meetings. Jesper Juul has suggested that this is because these activities are governed by a set of rules and expectations that are largely agreed upon by all parties involved.

In defining games, researchers and writers have sought to balance the need for a clear definition with the desire not to leave out things that are clearly games (which would make the concept too narrow) and not to include things that are not games (which could render the term meaningless). This has led to the creation of a wide variety of definitions that span from very broad to very specific.

Game studies has become a field of research in its own right and has begun to branch out into other disciplines. For instance, a number of academics have looked at how games can be used as art and have even developed their own genre of videogame-based art.

The development and distribution of games has grown in the digital age, as have the ways that they are consumed by players. Publishers can produce their own game media and serve as distributors, while retailers such as department stores, electronic stores and specialty video game stores sell games to consumers. Many digital storefronts such as Steam and the iOS App Store act as distributors for various publishers and offer a variety of sales and trade-in options to buyers. Finally, individual gamers can also buy games from third-party developers or directly from a publisher through a direct retail channel.