Ya'all are very strict in your definitions then. My definition is "does it feel laggy" or "do I have to walk away and come back when this thing is done".
Basically like 24 FPS or higher is real-time. Even that'd be laggy for a game but not unplayable. I choose this specifically because that's what movies typically use and they're very watchable.
Hard real time (or just "real time" in firmware/hardware contexts) is effectively a term of art. One that's been increasingly watered down by the rest of the industry.
Strict definitions matter when system failure == pacemaker missing a beat or train signalling system drives a freight train into the back of 400 passengers.
In game development we still care about the distinction between soft and hard realtime. Almost all games are soft realtime, even if the gameplay itself is turned based as we're processing user input, updating UI, animating things and so on.
Basically like 24 FPS or higher is real-time. Even that'd be laggy for a game but not unplayable. I choose this specifically because that's what movies typically use and they're very watchable.