A game is a structured or semi-structured contrived activity, primarily undertaken for enjoyment or, sometimes, practice. A game has a goal that the player or players try to achieve, and a set of rules concerning what the players can or cannot do, which together create the challenge, structure and interactivity inherent in a game. The mathematical discipline of game theory derives from these principles.
Games are generally distinct from work, which is usually carried out for the financial or physical benefits it brings, and from art, which is more concerned with the expression of ideas.
Games generally involve mental and/or physical stimulation. Many games help develop or train practical skills, simulate serious situations, serve as a form of exercise, or perform an educational, simulational or psychological role.
It is important to note that activities such as playing yoyo or playing tennis against a wall are not generally thought of as playing a game. However, this is not the case in a single-player computer game where the computer is also the adversary. Difficulty arises in the case of solitaire or some puzzles which are often recognised as games. Tetris, for example, is a classic puzzle game. Some argue that a puzzle becomes a game when, like other computer games, it simulates adversity and/or challenge by utilising a random element (like card shuffling). Therefore, math questions or crosswords are puzzles, but not games because there is no variability in the solution. Similarly, if someone discovers a fixed way to beat a computer game, the game is no longer interesting. Another possible criterion is that single-player games are played against one's previous record of success, or that of others.
Stanley Fish cited the balls and strikes of baseball as a clear example of social construction. While the strike zone target is governed by the rules of the game, it epitomizes the category of things that exist only because people have agreed to treat them as real.
The game can be characterised by its element of interactivity. Gameplay includes all player experiences during the playing of game. Proper use is coupled with reference to "what the player does". The term, gameplay, arose along the development of computer game designers in the 1980s, and were used primarily within the context of video or computer games, though now its popularity has begun to see use in the description of other, more traditional, game forms. Major elements identified in this context are tools and rules which define overall context of a game, which in turn produce skill, strategy, and chance elements of gameplay.
Games are known to have been played as far back as prehistoric times. ...
Games are intimately connected to culture. For example, tag is associated with hunting. The historical popularity of ballgames in Europe is associated with their familiarity with leather. Many martial cultures practiced wrestling. Golf originated from a shepherd in the Scottish highland. Moreover, the game always has some kind of social aspect. For example, the game can be analysed in terms of intended occasion of play (party game such as drinking game or may be associated with gambling such as black jack or mahjohng, or polo which is traditionally played by the European upper class.
Domestic animals have been observed playing simpler games such as tag, tug-of-war, and fetch. It is debated whether this is due to instinct or conscious choice.
Computer game designer Chris Crawford attempted to defines the term game[1] using a series of dichotomies:
Crawford also notes (ibid.) these other definitions:
Ludwig Wittgenstein went as far as arguing that language was itself a game consisting of tokens governed by rough-and-ready rules that arise by convention and are not strict.
Ludwig Wittgenstein was probably the first to give serious thought to the definition of the word game. In his Philosophical Investigations, Wittgenstein demonstrated that elements of games, such as play, rule and competition all fail to adequately define what game is. He subsequently argued that the concept "game" could not be contained by any single definition, but that games must be looked at as a series of definitions that share a "family resemblance" to one another.
Games may be classified according to many different criteria. Each scheme has its own advantages and disadvantages.
Other distinctions are less important, and apply more or less well to different major headings.
For example, the difference between team and individual sports is fundamental, whereas team board games are so rare as to hardly merit a category. The remaining distinctions apply mostly to non-physical games.
Games are often classified by the components players interact with when playing them (e.g. a ball, cards, or a board and pieces), and also by the type of actions involved in the game (e.g. Guessing game or Drinking game).
Games can also be classified by the relative effects that players' skill, strategy, and luck have on their outcomes:
Games such as hide and seek or tag do not utilise any obvious tool. Rather it interactivity is defined by the environment.
Game with the same set of tools and rules can have different gameplay if the environment is altered. For example, hide and seek in a school building and an outside field, tennis and table tennis, soccer and indoor soccer, racing with different tracks, a game of Go played on a different size of board.
Single-player games are unique in respect to the type of challenges a player faces. Unlike a game with multiple players competing with or against each other to reach the game's goal at the appropriate time, a one-player game is a battle solely against an artificially-created and controlled opponent, against oneself's own skills, or against chance.
Most puzzles, and some card games, are designed for one player. As well, most computer and video games have single-player modes or are designed for only one player to play per game.
Single-player games are sometimes called solitaire games, but this term may be misinterpreted as referring specifically to Peg solitaire, Spider solitaire or Klondike.
In the west, where use of leather was well established, the ball is a popular game tool, resulting in the current global popularity of ball game (rugby, basketball, football, cricket, tennis, volleyball).
A game can have many goals, stated either within the game's rules or determined by the player(s). Some examples include:
Sports are arguably the most popular form of game, which is highly structured activities of group entertainment. The defining characteristic of sport is that it is a competition against an opponent or opponents which involve various physical or mental skill. It is important to note that sport does not have to be athletic sport. Chess, for example, is a sport.
Sports often require special equipment and playing fields or prepared grounds dedicated to their practice, a fact that often makes necessary the involvement of a community beyond the players themselves. Popularity sports are often to the such extent that it could have spectators who are entertained by just watching it. Communities often align themselves with players of sports, who in a sense represent that community; they often align themselves against their opponents or have traditional rivalries. The concept of fandom began with sports fans. Games amuse the players, and sports amuse a broader public. When games like chess and go or even video games are played professionally, they take on many of the characteristics of a sport.