Defining "game" is notoriously difficult (Wittgenstein's "family resemblance"), but game design theory (Salen & Zimmerman, *Rules of Play*; Schell, *The Art of Game Design*) converges on **four necessary conditions**:
| Activity | Game? | Why/Why Not |
|---|---|---|
| Free-form LEGO building | Toy / Sandbox | No explicit goal/rules (unless self-imposed). |
| LEGO "build this set" instructions | Puzzle / Activity | Goal + Rules + Feedback, but low interaction/agency. |
| Slot Machine | Game of Chance | Goal + Rules + Feedback, but near-zero skill/agency. |
| Professional Sports | Game | All 4 pillars + high skill, institutionalized. |
| Interactive Fiction (Visual Novel) | Borderline | Weak challenge/interaction; strong narrative feedback. |
| Gamified App (Duolingo) | Gamified System | Borrows game elements (streaks, XP) for non-game purpose. |
Clear definitions help designers **scope mechanics**, educators **align objectives**, and researchers **measure engagement**. But for players: "I know it when I play it."