A game is a structured form of play that is undertaken for entertainment, fun or competitive reasons. While games may be considered to be work (such as professional players of spectator sports or games involving an artistic layout such as jigsaw puzzles) or art (such as some video games), the majority are thought of as recreational activities. Games can involve a wide range of tools and mechanics, from simple tokens such as pawns on a board or cards to complex computer hardware that uses haptic feedback to provide physical sensations during play. A game can also have a varying level of interactivity, from pure narrative immersion to deconstructed abstract gameplay.
The game design process begins with a concept and the specification of its mechanisms. Depending on the game type, it may include detailed components or screen elements, rules and an explanation of how the game starts, ends, and what winning conditions are. During the design phase, the game developer may also draft storyboards or screen mockups to help visualize the player’s experience and test the game for playability. Once the game is complete, it may be tested with focus groups or other stakeholders to gather consumer feedback and refinements.
Several studies have linked gaming to positive outcomes, including learning and social development. For example, some research has found that gamers are better at forming mental maps of 3D space, and that surgeons who play video games before performing laparoscopic surgery have lower rates of complications. However, a number of studies have also linked gaming to negative outcomes, such as depression and anxiety. Some of these studies have been criticised for relying on self-reports, which are notoriously inaccurate and biased.
For example, in one study of the psychological effects of video games, a cross-sectional design was used that relied on participants to report how often they played a particular game. This resulted in a wide range of reported engagement, with some participants claiming to play the game for hours every day, while others did not report playing it at all. The authors of this study argued that self-reporting is insufficient for studying the impact of digital behaviours on wellbeing, and that greater transparency is needed for research involving digital technologies.
In addition, some games are designed to monetize the player’s time by charging them for in-game content or premium features. This is known as free-to-play or F2P gaming. While some of these games do not make money from most players, a small number of gamers will pay large amounts of money to obtain the best items and enjoy a more prestigious status in the game. This has led to criticism of the F2P business model in some quarters. Regardless of the business model, many gamers will still enjoy playing these games and find satisfaction in the challenges they pose to their intellect and creativity. For some, these games have even become a way to connect with others in times of isolation and social distancing.