</ref> using a series of dichotomy|dichotomies:
#Creative expression is ''art'' if made for its own beauty, and ''entertainment'' if made for money. ''(This is the least rigid of his definitions. Crawford acknowledges that he often chooses a creative path over conventional business wisdom, which is why he rarely produces sequels to his games.)''
#A piece of entertainment is a ''plaything'' if it is interactive. Movies and books are cited as examples of non-interactive entertainment.
#If no goals are associated with a plaything, it is a ''toy''. ''(Crawford notes that by his definition, (a) a toy can become a game element if the player makes up rules, and (b) ''The Sims'' and ''SimCity'' are toys, not games.)'' If it has goals, a plaything is a ''challenge''.
#If a challenge has no “active agent against whom you compete,†it is a ''puzzle''; if there is one, it is a ''conflict''. ''(Crawford admits that this is a subjective test. Some games with noticeably algorithmic artificial intelligence can be played as puzzles; these include the patterns used to evade Pac-Man#Ghosts|ghosts in ''Pac-Man''.)''
#Finally, if the player can only outperform the opponent, but not attack them to interfere with their performance, the conflict is a ''competition''. ''(Competitions include racing and figure skating.)'' However, if attacks are allowed, then the conflict qualifies as a g... read all