game /gām/ n. (pl. -games) an interactive form of recreation characterized by an opposition between forces.
game /gām/ n. (pl. -games) a series of decisions characterized by a structured conflict.
game /gām/ n. (pl. -games) a series of rules that involves an act of exploration soliciting a performative action.
Irrespective of genre, the above definitions attend what seem to be the more intrinsic, mutually reinforcing qualities of games (i.e. rule-based, engaging, and playful). Like web design and development, operating upon a simple set of rules can allow for a great deal of flexibility and play. While this may seem like a constraint—which it is, of course—its delineating function actually facilitates creativity and basic understanding. Games are much the same way, particularly when you are orientating yourself to a novel environment or set of controls. It is worth pointing out, however, that accessibility complicates this picture a bit, given that your ability to play is contingent upon your skills developing in some standardized way.
Another aspect of these definitions that resonated with me was the deemphasis on winning or losing as the central outcome. With respect to web design, and most of the video games I gravitate towards, the reward is in the process of developing a particular skillset. This active process is what evokes the emotional or sensory dimensions of a game, not the conclusion.Relatedly, the third definition underscores the performative dimensions of a game, which proffers it relational character beyond online game play, or collaboration with other players. I play mostly singleplayer games where I don’t interact with other players, but my participate in the game implies a form of relationality between myself and the game creators.
In considering the more affective and performative features dimensions of games, we can better understand why even games with a procedural or linear structure can still move us across a broad spectrum of subjective experience.