A game is any activity that involves play. Games are played for enjoyment, competition, or achievement and may be organized or spontaneous; they can have an audience of non-players (such as spectators at a chess match); or they can be private activities (like hide-and-seek or tag). A game requires interactivity between players and an element of luck or skill. Often, a game also requires some form of token or object, such as a pawn on a board, play money, or a virtual avatar.
Videogames are the modern embodiment of a traditional concept of a game, and they have ushered in a new era of play. They are the most popular entertainment form in the world, generating billions of dollars annually. Unlike most other forms of entertainment, however, videogames offer the potential for the player to interact directly with the world they inhabit, and this interaction is one of the most distinctive features that sets them apart from other media like film or books.
As such, it is no surprise that game studies has emerged as an important field of study, with scholars examining everything from the mechanics of videogame design to their cultural and social significance. Despite their prominence, it is still possible for academics and laypeople alike to stumble over the question of what exactly is a game.
One such stumble occurred this month when Epic Games and Apple were embroiled in a legal battle over whether or not Fortnite is a game, with the result being that both parties have now published their own definitions of what defines a game. The battle of definitions has once again highlighted that it is easy to get stuck on the wrong things when thinking about games.
The most common mistake people make is to attempt to define a game in terms of the specific elements that they themselves find interesting or compelling, rather than trying to understand what makes a game work in general. This is especially common in videogames, where the industry has a long history of studios and players creating their own versions of what a “good” game looks like.
While it can be tempting to design the exact game that you want to play, this is rarely a good idea. Generally speaking, this leads to the creation of games that do not appeal to the broadest range of audiences and can create a schism between the designer and those who enjoy playing their work.
Another error is failing to consider the context and purpose for which a game is being created. While there is certainly value in standing out within a genre, it is equally important to understand why certain types of games work well, and what makes them unique.