While I think definitions can be important, I tend to defer to Wittgenstein on discussions about things like games and art.He believed the "central problems of philosophy" that had been argued for centuries were simply just disagreements over weakly defined terms not deep discussions about reality itself. basically, it's really easy to exceed the bounds of language and most "problems" of definition and categorization come more from the limits of language than the complexity of the world and the essence of a thing can't usually be fully encapsulated by a single label, especially when most words have multiple (even conflicting) definitions.
Categorization can be a really useful tool, especially in scientific and academic environments, but they only really work when you can point at specific places where you can draw boundaries between things. How do we tell a plant from an animal? We can look at criteria like what they breathe or how much independent mobility or intelligence they have, but each has cases where these criteria get confusing. It wasn't until we looked at cells that we got the best way to draw the line: cell walls. Plants have them, animals don't. Fungi are an edge case so we don't consider them either.
All we really know that differentiates a game from other media is interactivity, but things like cooking and woodworking are interactive, so why aren't they games? Both can have goals and rules of some kind as well, but I think games have stricter rulesets in most cases. I think most people will agree that rules are essential to games. There's not a lot of crossover between Chess, Baseball, D&D, Pong, Sim City, Tetris, Monkey Island & Minecraft but they all have interactivity and rules. Games like Minecraft have been controversial for relaxing the rules and making video games that are more like cooking and woodworking than previous games, do they have elements that still differentiate them as exclusively games? What could set many games apart from other passtimes is competition but this also gets muddy. For D&D, puzzle games and many single-player games you have to define competition as competing against the Dungeon Master or Game designer. In a simulation, it's more like you're competing against the systems themselves. I think without competition, you have a pure simulator that may not qualify as a game. In the driving part of EuroTruck Simulator 2, there is very little competition but maybe in the business side of the game there is a little. Randomness also seems like an important element I think many people overlook but the more story-driven a game is, the less randomness it will usually have and there are some adventure games that you could argue have none.
So, to some degree or another, I think you have to have interactivity, rules and some form of competition, but those terms can be argued almost as much as the word game itself, so it seems like they only get you incrementally closer to a decent definition.



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