Throughout the years, people who research, write about, or make games have had to define what constitutes a game. The process is not as straightforward as it seems, though: It’s very difficult to come up with a definition that doesn’t either leave things out that are obviously games (so the definition is too narrow), or accept things that are clearly not games (making the definition too broad).
To be considered a game, an activity must involve at least two players and have an artificial conflict defined by rules that result in a quantifiable outcome. The term can also be used to refer to any competitive activity that is describable in principle by mathematical game theory, including sports, board games, card games, and video games.
Some of the most popular modern games, like football and baseball, are competitions between teams, while others, such as chess and Monopoly, are more focused on strategy and an element of chance. In addition, many board and card games incorporate elements of both physical skill and mental skill.
The earliest board games date back more than 5000 years, and some, such as Go, mancala, and chess, have been played in one form or another for centuries. However, modern games are usually more complex in terms of their design and often feature multiple forms that vary the presentation and rules.
Most modern games are played on a digital platform, which can be a computer or a console. They typically use a computer-based game engine that handles the core functionality, and developers may add specialized game engines for specific features.
Video games often include sound effects and music that are tied to the player’s actions. Some video games also support haptic feedback, which is provided by the gaming platform through internal or external speakers, to simulate the feeling of objects shaking in the player’s hands, for example.
The game development process is an iterative process that includes a cycle of testing and revision, where the developer works on the game’s mechanics (components or on-screen entities), rules, and interface. The final game will be tested with players who provide feedback on the ease of learning and playing, their enjoyment and satisfaction, and any balance issues.
Researchers have been working to improve their methods for measuring gameplay, such as by using server logs to measure play time in games that are available on multiple platforms and combining survey and game data. The goal of this work is to ensure that studies are accurate and objective, and reduce the problems resulting from inconsistencies between measures, as pointed out by Carras et al. in their study on gaming disorder. In addition, researchers should strive for greater transparency in their reporting to increase the reliability of the literature and help address problems in the field of gaming. This would help to ensure that research is informed by the widest range of possible sources of information, and that it is unbiased in its evaluation of the effect of video games on people’s health and well-being.