It's always domain-dependent. But there's also two situations where you'd do these kinds of searches. Ones situation is after a move (a change to the game field made by the player), and the other would be if/when the whole board has changed.
In Tetris, you wouldn't need to scan the whole board after a piece is dropped. You'd just have to search the rows the piece is touching.
In a match-3 games like Bejeweled, where you're swapping two adjacent pieces at a time, you'd first run a localized search in each direction around each square that changed, to see if any pieces have triggered. Then, if they have, the game will dump some new, random pieces onto the board. Now, you could run the same localized search around each square that's changed, but that might involve a lot of if
statements and might actually be slower to just scanning the whole board from top left to bottom right. It depends on your implementation and would require profiling.
As Adrian says, a simple 2D array suffices. Often, though, you may add a "border" of pixels around this array, to simplify the searching-for-patterns aspect. Without a border, you'd have to have if
statements along the edge squares that says "well, if you're in the top row, don't search up (and walk off the array)". With a border around it, you can safely just search through everything: saving yourself if
statements, saving yourself branching, saving yourself pipeline issues, searching faster.
To Jon: these kinds of things really do matter in high-performance settings, even on modern machines, if you're making a search algorithm to play/solve the game. If you are, you want your underlying simulation to run as quickly as possible in order to search as deep as possible in the fewest cycles.