Computer
A computer is a device that can be instructed to carry out sequences of arithmetic or logical operations automatically via computer programming. Modern computers have the ability to follow generalized sets of operations, called programs. These programs enable computers to perform an extremely wide range of tasks.
Design
Design is the creation of a plan or convention for the construction of an object, system or measurable human interaction (as in architectural blueprints, engineering drawings, business processes, circuit diagrams, and sewing patterns). Design has different connotations in different fields (see design disciplines below). In some cases, the direct construction of an object (as in pottery, engineering, management, coding, and graphic design) is also considered to use design thinking.
Game
A game is a structured form of play, usually undertaken for enjoyment and sometimes used as an educational tool. Games are distinct from work, which is usually carried out for remuneration, and from art, which is more often an expression of aesthetic or ideological elements. However, the distinction is not clear-cut, and many games are also considered to be work (such as professional players of spectator sports or games) or art (such as jigsaw puzzles or games involving an artistic layout such as Mahjong, solitaire, or some video games).
Game Design
Game design is the art of applying design and aesthetics to create a game for entertainment or for educational, exercise, or experimental purposes. Increasingly, elements and principles of game design are also applied to other interactions, particularly virtual ones (see gamification).
Game
The practices that led to the formation of the spontaneous order have much in common with rules observed in playing a game. To attempt to trace the origin of competition in play would lead us too far astray, but we can learn much from the masterly and revealing analysis of the role of play in the evolution of culture by the historian Johan Huizinga, whose work has been insufficiently appreciated by students of human order.
Friedrich Hayek, The Fatal Conceit (1988), Appendix E: Play, The School of Rules
Design
If the chief rules of good design were understood by the masses as they might be, nothing would do more to promote beauty, improve workmanship, add to the value of manufactures, and in many other ways further the general welfare and prosperity of the country. They are simple, easy to acquire, and should be taught with the alphabet.
Ernest Flagg, Small Houses: Their Economic Design and Construction (1922)
Game
I've missed more than nine thousand shots in my career. Twenty-six times I've been trusted to take the game winning shot and missed. I've failed over and over and over again in my life. And that is why I succeed.
Michael Jordan, as quoted in Whoever Makes the Most Mistakes Wins : The Paradox of Innovation (2003), by Richard Farson and Ralph Keyes, p. 32.