It is important to note that activities such as playing yoyo or playing tennis against a wall are not generally thought of as playing a game. However, this is not the case in a single-player computer game where the computer is also the adversary. Difficulty arises in the case of solitaire or some puzzles which are often recognised as games. Tetris, for example, is a classic puzzle game. Some argue that a puzzle becomes a game when, like other computer games, it simulates adversity and/or challenge by utilising a random element (like card shuffling). Therefore, math questions or crosswords are puzzles, but not games because there is no variability in the solution. Similarly, if someone discovers a fixed way to beat a computer game, the game is no longer interesting. Another possible criterion is that single-player games are played against one's previous record of success, or that of others.
Social structure Stanley Fish cited the balls and strikes of baseball as a clear example of social construction. While the strike zone target is governed by the rules of the game, it epitomizes the category of things that exist only because people have agreed to treat them as real.
Interactvity The game can be characterised by its element of interactivity. Gameplay includes all player experiences during the playing of game. Proper use is coupled with reference to "what the player does". The term, gameplay, arose along the development of computer game designers in the 1980s, and were used primarily within the context of video or computer games, though now its popularity has begun to see use in the description of other, more traditional, game forms. Major elements identified in this context are tools and rules which define overall context of a game, which in turn produce skill, strategy, and chance elements of gameplay.