Non-game
A non-game refers to anything that is not a game. This broadly encompasses all activities, media, and objects that do not fit the definition of a game. The criteria used to define "game" vary, but typically include elements such as rules, objectives, player interaction, and the potential for a win or loss state. Therefore, a non-game lacks one or more of these essential components.
Non-games can include:
- Utilitarian Tools and Applications: Software designed for productivity, information gathering, or specific tasks, such as word processors, spreadsheets, databases, and scientific simulations.
- Passive Entertainment: Media designed primarily for passive consumption, such as movies, television shows, books, and documentaries (although interactive storytelling can blur the lines).
- Real-World Activities: Tasks, chores, work, and other endeavors that lack formalized rules or objectives common to games.
- Objects: Inanimate objects like furniture, tools, or artwork that are not explicitly designed for gameplay.
The distinction between a game and a non-game can sometimes be blurred, particularly with the rise of gamification, which incorporates game-like elements into non-game contexts to increase engagement and motivation. Furthermore, interactive art installations or experimental media may intentionally challenge the boundaries of what constitutes a game. However, the fundamental difference lies in the presence or absence of the core game mechanics and objectives.