Brad's EDU 5863 / CMCT 6537 Production #1
As derived from gamedefinitions.com
This definition of a game implies that there is a mandatory requirement for the presence of an artificially (or socially constructed) conflict. Furthermore, this definition also implies that all games are non obligatory, which may limit the usage or application of the term "game" to mere leisure. The limitations of both, respectively, is that many past, current, and future games lack artificial conflict in the sense of player versus player, or player versus computer. While puzzle or problem solving games such as Tetris may "create conflict" in the sense that a conflict has to be resolved or certain condition(s) have to be achieved, it nonetheless describes games as a resolutionary leisure project rather than as an avenue of expression or creativity. Take for example, a drawing game such as Gartic Phone, wherein a user receives a prompt and has free reign to draw whatever they'd like, or even leave it blank or completely recolour the drawing field in a singular colour. Meanwhile, this definition implying that a game is "non obligatory" suggests that participation is voluntary. In a professional settings such as workplaces or educational institutions, ice breaker "games" require individuals to participate and therefore negate the notion that games are non obligatory. Furthermore, activities may be games whether or not a person sees them as such. For instance, Duolingo is hailed as a language learning app, but contains many elements of games such as streaks, scoreboards, leaderboards and tournaments, achievements, and progress. Something such as a navigation app may also become a game (gamified) whereby timing predictions are challenged in a bid to arrive before the application's prediction.
This definition of a game implies that there are a series (a set of; multiple; can't be singular) rules or conditions in which players (possibly singular exclusive) interact in a multiplayer (possibly co-operative) environment towards a defined albeit arbitrary goal. This definition gives some more deserved definition and structure as to fit what most games are, but imposes the requirement that several rules or conditions must exist when something can be as simple as one rule (being turn based, or a single defined action). Furthermore, this definition of the term "game" implies that all games are multiplayer when this is simply false in practice. Many games operate in a single player environment, or can operate as a single player environment even though multiple users are in the same server or world (as demonstrated in many puzzle games on Roblox). Lastly, this definition of "game" suggests that there is always a defined end goal. This is false in many creative, free roam, or free build games where participants have largely limitless autonomy to do whatever it is that they want.