Defining Games: An Essential Process for Game Studies

Games are an organized form of recreational playing, usually undertaken for fun or entertainment, and at times used as a teaching tool. Games are different from work, which generally is done for remuneration, but from art, which is generally more an expression of philosophical or aesthetic elements. The purpose of this article is to provide a simple overview of how and why games are used. If you’re interested in learning more, the rest of this article will provide some more examples.

GAMES

The traditional meaning of the word “game” was primarily associated with card games like solitaire and baccarat, where a participant would achieve a goal by matching cards. This definition is problematic, because the goals in card games can be very broad, including skill. This means that today many people use the term “game” to describe any structured activity, where the focus is on achieving some goal by the means of chance, strategy, competition, etc.

In order to broaden the scope of the word “game”, and therefore its definition, computer games have been added into the lexicon. Computer games may be defined as those activities in which players interact through the use of computers. Computer games are distinct from console games, which are designed for use with consoles (PlayStation, Xbox, Wii, etc. ).

Video games are also being defined. These can be video games software, (which may include computer software and hardware) or tangible video game consoles, (which may include Sony PlayStations, Nintendo Wii, Xbox and other popular gaming systems). This expanded definition provides a valuable opportunity for programmers, designers and gamers to more precisely discuss and specify their games. It also leads to three new defining points:

Making definitions can be done by focusing on the culture of the participants, which may not be an abstract society. Often, participants define GAMES according to the cultural context in which they were made. The first step in this process is developing an understanding of how participants perceive these games according to their particular cultural context.

One of the challenges facing game studies in this decade and beyond are the need to distinguish between different types of videogames, as well as different types of players. As we have seen, the advent of widespread multipurpose technology has broadened the definition of games, making it possible to include non-traditional players such as non-gamers, those who do not play in traditionally organized game tournaments, and even people who play with electronic devices such as handheld computers and handheld game consoles. It is important to distinguish between the various categories of players who can define GAMES. In addition, the lack of consistency across disciplines may make it difficult to compare and contrast existing definitions of games. To address these concerns, we must continue to study and research across disciplines and incorporate new definitions that are shaped by these shifts in consumer tastes, technology, and participant groups.