a game (plural games) is any structured activity, undertaken for entertainment or enjoyment, that involves opposing forces and has rules to govern the opposition. A game may be played by one or more players and can involve any object, such as pieces on a board or cards in a deck. It can also be a mental or verbal activity, such as a jigsaw puzzle or solitaire, or a physical activity such as sports, dancing, exercise and even some forms of art, such as painting or sculpture. A game can be used as a tool to teach, instruct or train a particular skill set. It can also be an educational tool, and many video games are designed to be educational.
A classic definition of a game is an opposed force system, within which the forces are limited by procedures and rules to produce a disequilibrial outcome (Avedon & Sutton Smith 1981). This is often referred to as a pure strategy game. A game is said to have perfect information if all possible moves, the rules, and past history of play by all players are known to all participants. In this case, every decision made by any player can be analyzed and understood. A simple game, such as tick-tack-toe, demonstrates this concept. In this game, X must block the top left square and O must threaten to move on the bottom middle square.
Many games are simulated systems in which the players can interact and which have a real world or fictive nature. In these games, the players can experience a sense of accomplishment by achieving certain goals. These systems can include a variety of subjects such as science, history and economics. Some of these systems can even simulate certain human tasks, such as surgery. Studies have shown that playing these games can promote cognitive growth and improve short-term memory retention.
Participants in this study reported using gaming as a way to relax and exert control, as well as to challenge themselves. They found that gaming was especially beneficial when they were stressed or anxious. They reported that games allowed them to escape from their problems and provided a feeling of achievement and mastery. They were also able to learn new skills and advance their position in the game.
However, the use of gaming as a coping mechanism was also detrimental to their physical health and well-being. They reported sleeping less than they should, skipping meals or eating smaller portions and neglecting their hygiene and health needs. They also stated that they often skipped school or work to engage in gaming. They also noted that other activities were more troublesome to them because they required too much time, involved leaving the house or required special equipment.
While some of these participants received parental guidance on gaming, others did not. These findings suggest a need for policy and regulatory exploration to help encourage participation in other activities that are deemed more important by gamers.