Not exactly the same, but from a game development standpoint they are all very similar. The general idea is that a system can be in a specific state, and in that state only certain logic or functionality is available. For example, the player in a fantasy RPG may have many states, let's look at "walk" and "armed". In the "walk" state, they can push a button to start running (enter the "run" state"). Perhaps in the "armed" state they cannot, because the sword is too heavy. In the "armed" state a button my swing the sword. When "walking" perhaps they can press the attack button to enter the "armed" state, meaning to draw their sword. But if they are in the "run" state, then this does nothing, as you can disallow drawing swords while running. And there can be many combinations. For example, "jump" may only be possible from "walk" and "run", not while attacking. Or if you are doing something else with your hands, say in an "eat" state, then you cannot draw your sword, and also maybe jumping while eating doesn't make sense.
You can read more here: https://gameprogrammingpatterns.com/state.html