A game is an activity, sport, or entertainment that involves following a set of rules to reach a goal, often competing with others to win. Games are often fun and frivolous, but can also be used to build practical skills or as a form of exercise or to provide psychological stimulation.
The definition of “game” varies, with some people using it to refer to a specific type of game, such as a board or card game, and others defining it more broadly as an activity that is structured by rules, has a goal, and provides a challenge for players. Some games require only a small area and little or no physical exertion, such as tabletop games like chess or tag. Other games are more elaborate, such as role-playing or sports games. Some games are played on a computer, such as video games or online social games.
In the field of game studies, different perspectives on what a game is have led to differing approaches to understanding it. Some have viewed games as a genre of art, with games being able to achieve a sense of immersion and unfinishedness that distinguishes them from other forms of media such as movies or books. Others have argued that the unique way that games are interactive is what defines them as a kind of art, while still others have focused on how games offer new ways to represent and criticize social and political entities.
Other scholars have viewed games less as works of art and more as a kind of activity, with the idea that games are a kind of magic circle where actions are free from their usual consequences. This has led to investigations into the normative nature of games, how they are influenced by culture and society, and how they might be used as tools for personal and professional development.
Those who have studied the relationship between gaming and well-being have focused on how playing games affects a player’s state of mind, and how the social context in which games are played can influence a player’s enjoyment. Historically, most research on this topic has relied on self-reporting, as it is easy to ask participants about how much time they spend playing games and whether or not they feel that their play has positive or negative effects on their lives.
Many games require some sort of tool to be played, although this can vary from a piece on a chess board or a dice to a virtual world or an electronic screen. Some games may also have a particular environment in which they are played, for example a park or a classroom. This can have a large impact on the gameplay of a game, for example the rules of hide-and-seek or tag are different depending on the location, and auto racing games will change their gameplay when they switch from an indoor track to a street course.