PANACHES Knowledge

Video Games Glossary

This glossary explores the essential concepts of video games, from genres and gameplay mechanics to game design and development, including technologies, industry professions, publishing, and distribution. It also covers player practices, gaming communities, video game history, and preservation. It is intended for players, developers, creators, students, and enthusiasts seeking to understand the terminology, techniques, and evolution of the gaming world.

824 terms to explore

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    824 terms

    Fundamentals, Experience and General Vocabulary

    44 terms

    Agency

    Possibility given to the player to make choices that have a perceptible impact on the experience or its consequences.

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    Gameplay loop

    Cycle of recurring actions, such as exploring, fighting, gathering resources, then upgrading gear, that structures the experience.

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    Cheat code

    Secret or developer-provided command altering certain rules, resources, or abilities; distinct from external cheating software.

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    100% completion

    Accomplishing the full set of objectives chosen by the game or community to consider content entirely finished.

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    Failure condition

    Situation ending an attempt or preventing the game-defined objective from being achieved.

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    Difficulty curve

    Evolution of complexity and demand throughout the game, determined by expected learning and obstacles encountered.

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    Integrated tutorial (onboarding)

    Progressive introduction of rules and interfaces during the first minutes or hours, ideally without excessively interrupting play.

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    Easter egg

    Intentional secret hidden by the creators, often as a reference, gag, or unexpected feature.

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    Feedback

    Visual, audio, or tactile response informing the player of the consequences of an action, event, or mistake.

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    Alternate ending

    Different conclusion reachable based on choices, conditions, or actions completed during the game.

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    Branching game

    Game offering choices or paths that genuinely change the order, flow, or outcome of some sequences.

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    Linear game

    Experience whose environments or events follow a mostly predefined order, with limited route freedom.

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    Gameplay

    Set of actions, rules, and reactions that concretely determine how a person plays and interacts with a game.

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    Run

    Gameplay session or attempt, notably when a game requires starting over from a recurring starting point.

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    Score

    Numerical value evaluating performance according to game-defined point criteria.

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    Genres: Action, Adventure and Exploration

    38 terms

    Action

    Family of games primarily requiring immediate reactions, a sense of rhythm, or direct mastery of movement and combat.

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    Boomer shooter

    Contemporary label for FPS inspired by the fast and labyrinthine codes of 1990s shooters; not an official historical category.

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    Bullet hell (danmaku)

    Form of shooter where the screen fills with projectile patterns to be read and threaded precisely.

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    Endless runner

    Runner or dodger game with continuous progression and no fixed finish line, often increasing in difficulty with distance.

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    Video game escape room

    Puzzle game generally requiring understanding a closed environment and combining clues to escape.

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    Building game

    Genre in which assembling elements and creating structures is the main activity or one of its pillars.

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    Rhythm game

    Genre requiring actions to be synchronised with musical or temporal cues.

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    Sports game

    Simulation or playful interpretation of a sport, with rules more or less close to its real equivalent.

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    Detective game

    Game requiring observation, gathering clues, and establishing links to solve a mystery or case.

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    Kart racer

    Generally accessible and stylised racing game with short tracks, offensive or defensive items, and interactions between competitors.

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    Rail shooter

    Shooter where main progression or movement is automatically guided while the player focuses on aiming.

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    Soulslike

    Family of games inspired by certain Dark Souls conventions: demanding combat, enemy learning, and risk management; boundaries remain variable.

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    Stealth

    Gameplay favouring avoidance of detection, observation of patrols, and exploitation of enemy areas or behaviours.

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    Walking simulator

    Informal label for experiences mostly built on movement, observation, and narrative discovery, generally with few complex actions.

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    Genres: Role-Playing, Strategy, Simulation and Hybrid Forms

    37 terms

    Card battler

    Game whose battles are organised primarily around cards with specific effects and rules.

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    City-builder

    Management game in which one plans and develops a city, its infrastructure, economy, or population.

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    Colony sim

    Colony simulation whose management of inhabitants, events, constructions, and shortages creates unforeseen situations.

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    Dating sim

    Game simulating romantic relationships through interactions, choices, and affinity systems; not always the same as a visual novel.

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    Grand strategy

    Strategy game covering large-scale political, economic, diplomatic, or military systems, generally over a long time span.

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    Idle game

    Game in which resources or progression largely continue to accumulate without constant player input.

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    Incremental game

    Game based on cumulative numerical growth, often through upgrade purchases and automated mechanisms.

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    Asymmetric game

    Game where participants have fundamentally different roles, means, or objectives rather than identical tools.

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    Educational game

    Game designed with an explicit pedagogical purpose, in addition to its possible entertainment function.

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    Hybrid game

    Creation combining several families of mechanics, none of which alone describes the experience.

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    Party game

    Game designed for short, collective sessions, favouring immediately understandable rules and social interaction.

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    Roguelike

    Genre historically inspired by Rogue, often associated with generated levels, restarted runs, and high lethality; no universal boundary is agreed upon.

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    Serious game

    Game designed with a primary non-recreational purpose, such as learning, awareness, research, or training.

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    Simcade

    Intermediate form between technical simulation and arcade game, often used to describe certain racing experiences.

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    Progression, Resources and Rewards

    42 terms

    Backtracking

    Return to previously explored areas, sometimes to open new paths using recently acquired abilities.

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    Crafting

    Creation of items from gathered materials according to recipes, plans, or assembly rules.

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    Drop

    Appearance or obtainment of a reward following an action; may refer to a drop rate.

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    Durability

    Resource expressing an item's wear and possibly requiring it to be repaired or replaced.

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    In-game economy

    System of production, circulation, exchange, and destruction of resources and currencies within a game.

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    Farming

    Voluntary repetition of an activity to accumulate experience, equipment, or currency predictably.

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    Grind

    Prolonged repetition of actions to progress, often with low variety or modest yield.

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    Hub

    Central space from which one accesses several activities, zones, or missions, and to which one regularly returns.

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    Level scaling

    Adjustment of opponent or reward power based on the player's or zone's progression.

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    Level

    Segment of a game or progression tier of a character; the meaning depends on context and should be distinguished from map.

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    Inventory weight

    Limit or stat influencing the quantity of items that can be carried and sometimes character mobility.

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    Crafting recipe

    List of ingredients, quantities, and conditions needed to create an item or piece of equipment.

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    Reset

    Voluntary or automatic return of certain stats, resources, or steps to their initial state.

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    Respec

    Feature allowing redistribution of a character's points, talents, or stats after they have been chosen.

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    Loot table

    Weighted list of rewards a system can produce according to defined conditions and probabilities.

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    Drop rate

    Probability associated with obtaining a given item in an eligible attempt.

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    Combat, Actions and Player Controls

    48 terms

    ADS (aim down sights)

    Action of aiming using the sight or optic of a weapon, often with a change in field of view.

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    Aggro

    Level of threat or attention a character generates from game-controlled opponents.

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    Aim assist

    Mechanism built into the game that eases aiming based on inputs; it should not be confused with a cheating aimbot.

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    Telegraphed animation

    Movement or signal preceding an attack and giving information about its direction, timing, or power.

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    AOE (area of effect)

    Effect that simultaneously hits an area or several targets within its perimeter.

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    Block

    Action that absorbs or reduces a hit, often at the cost of stamina, resistance, or maintaining a posture.

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    Buff

    Temporary or permanent effect improving a statistic, ability, or action conditions of a character.

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    Bunny hopping

    Chain of jumps used to maintain or modify speed thanks to a game's movement rules.

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    Burst damage

    High amount of damage dealt in a very short time, as opposed to sustained output.

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    Cancel

    Allowed interruption of one animation or action by another, used notably in fighting games.

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    Combo

    Chain of hits or actions whose transitions produce a coherent sequence that is hard to interrupt.

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    Debuff

    Effect temporarily reducing an ability, statistic, or action option of a target.

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    Area damage

    Damage applied to targets in a zone; the name describes the impact and not necessarily every AOE effect.

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    DPS (damage per second)

    Measure of the amount of damage dealt over time, used to compare attacks, equipment, or offensive roles.

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    Friendly fire

    Rule allowing a player's attacks to damage their allies or teammates.

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    Healer

    Role specialised in restoring survival resources and sometimes in removing negative effects.

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    Hitbox

    Volume or zone calculated to detect a collision or strike; it can differ from a character's visible outline.

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    Hitscan

    Firing method that immediately checks a trajectory or ray instead of simulating a projectile's continuous movement.

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    Hitstun

    Time during which a hit character cannot act normally as a result of the attack's impact.

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    Hurtbox

    Zone where a character can actually receive damage, distinct from volumes used for their attacks.

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    Lock-on

    Feature that keeps a selected target in view to orient the camera, attacks, or follow-up on the opponent.

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    Poise

    Stat or mechanic determining resistance to interruption and stagger during an animation.

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    HP (hit points)

    Value representing a character or object's resistance to damage, whose depletion often means defeat.

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    Speedrun / speedrunning

    Practice and attempt to finish a game or objective as quickly as possible, following the rules of a timed competition category.

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    Stagger

    Imbalance caused by hits that may interrupt enemy actions or open an opening.

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    Strafe

    Lateral movement performed without necessarily turning the viewpoint, common in action and shooter games.

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    Tank

    Role consisting of absorbing, avoiding, or deflecting attacks to protect the team.

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    Taunt

    Ability intended to draw or force an opponent's attention toward a character, depending on the threat system.

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    Headshot

    Localized impact on a target's head, to which some games attribute specific damage or effects.

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    Narrative, Writing and Worldbuilding

    30 terms

    Alignment

    System classifying a character's values or behaviours along moral or ideological axes defined by the game.

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    Canon

    Set of events and works considered official within the continuity of a given franchise.

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    Meaningful choice

    Player decision producing a lasting or identifiable effect on the plot, relationships, or world.

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    Cosmetic choice

    Decision that changes the presentation or a line of dialogue but not substantially the systems or outcome of the story.

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    Codex

    Integrated in-game encyclopedia gathering information on characters, locations, creatures, or events discovered.

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    Branching dialogue

    Interactive conversation where the proposed responses can alter relationships or events.

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    Dynamic dialogue

    Exchange whose lines adapt to game variables, events, stats, or prior choices.

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    Open ending

    Conclusion that intentionally leaves major questions unanswered or allows multiple interpretations.

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    Quest log

    Interface listing the objectives, hints, and stages of missions in progress or completed.

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    Jumpscare

    Horror device triggering a sudden fright, often through a sudden appearance or sound effect.

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    Lore

    Body of knowledge about the fictional world: its history, peoples, events, rules, and traditions.

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    Unreliable narrator

    Narrative voice or source whose information is intentionally incomplete, biased, or misleading.

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    Branching quest

    Mission whose flow includes multiple paths or outcomes based on decisions and conditions.

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    Emergent narrative

    Story the player retrospectively builds from events generated by systems, without being written scene by scene.

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    Narrative variable

    Value recording a choice or situation to later adapt dialogue, missions, or endings.

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    Worldbuilding

    Work of designing the coherence of a universe: geography, cultures, conflicts, technologies, and functioning of its institutions.

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    Multiplayer, Connectivity and Match Operations

    43 terms

    Client-side prediction

    Technique that immediately displays the likely result of an input before server confirmation to reduce perceived latency.

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    Cross-save

    Ability to continue the same save across multiple compatible platforms or devices.

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    Desync

    Gap between states simulated on multiple machines, leading to contradictory positions or events.

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    Elo

    Ranking system based on match results and estimated levels; some games use derivatives.

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    Guild / clan

    Lasting organisation of players sharing identity, coordination, or objectives; the name depends on the game.

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    Peer-to-peer hosting (P2P)

    Architecture where participants' machines exchange data directly, with or without intermediary services.

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    Host

    Machine or player responsible for creating or administering a session, sometimes also running the simulation.

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    Jitter

    Variation in packet transmission delay, likely to cause an impression of irregularity.

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    Lag

    Perceptible delay in inputs or synchronisation, possibly due to network, server, or performance issues.

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    Lag compensation

    Server-side adjustment to reconcile received actions with past states, notably for shots.

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    Lobby

    Waiting and configuration space where participants gather before launching a match.

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    Matchmaking

    System that automatically forms matches by grouping players according to defined criteria.

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    Host migration

    Transfer of match responsibility to another participant when the initial host leaves the session.

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    MMR (matchmaking rating)

    Value estimating a player's competitive level to improve matchmaking; its calculation varies by game.

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    Party (group)

    Group of players gathered to play, communicate, and join activities together.

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    Packet loss

    Loss of part of the data transmitted over the network, potentially causing desyncs or erratic movements.

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    Ping

    Round-trip time measured between a device and a network service, usually expressed in milliseconds.

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    PvPvE

    Mode mixing player-versus-player combat and game-controlled dangers in the same space.

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    Raid

    Long or demanding cooperative activity generally requiring collective organisation and multi-step objectives.

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    Ranked

    Competitive mode whose results affect a rank, division, or ranking score.

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    Reconnection

    Procedure allowing rejoining a match after an interruption, if rules and infrastructure allow.

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    Server region

    Geographic or logical zone chosen to host matches, possibly affecting latency and available populations.

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    Rubberbanding

    Effect of a character snapping back to a corrected position after divergence between client and server.

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    Game server

    Software or machine maintaining a shared state, rules, or services needed for multiplayer sessions.

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    Shard

    Partition of an online world constituting a distinct population or set of servers.

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    Tick rate

    Frequency at which a server simulates or updates its game state, distinct from the number of frames displayed on screen.

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    Player Jargon and Community Life

    43 terms

    AFK

    Abbreviation of 'away from keyboard' indicating that a player is momentarily absent or inactive.

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    Boost

    Increase in power or performance; may also refer to a speed-up or a ranked-boost service depending on context.

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    Camping

    Strategy of staying in one location for a long time to watch an area or ambush opponents.

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    Cheese

    Tactic that exploits a weakness, shortcut, or unexpected interaction to overcome a challenge with low risk.

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    Clutch

    Decisive successful action in a difficult situation, often when victory seems compromised.

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    Comeback

    Return in a match after a significant disadvantage, up to overturning or balancing the outcome.

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    Completionist

    Player seeking to discover or finish all challenges and content considered for exhaustive completion.

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    Exploit

    Use of a game's unintended behaviour to gain an advantage or produce an unusual result.

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    Feed

    Repeatedly offering kills or advantages to the opponent, intentionally or otherwise depending on the situation.

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    FOMO

    'Fear of missing out': fear of missing a time-limited event, reward, or offer.

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    Gank

    Coordinated or surprise attack against a target, often from numerical superiority and without a fair frontal engagement.

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    GG

    'Good game': phrase commonly used to acknowledge a match, sincerely or sometimes ironically.

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    GG EZ

    'Good game, easy': phrase used to claim a win was easy, often perceived as provocative.

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    GLHF

    'Good luck, have fun': wish of good luck and enjoyment addressed to participants before a match.

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    Glitch

    Observable anomaly in a game's behaviour or display, not necessarily a blocking failure.

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    Griefing

    Behaviour aimed at deliberately disrupting other players' experience rather than playing toward the collective objective.

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    Hardcore gamer

    Variable expression designating a player highly invested in time, knowledge, or expectations; not an official category.

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    Kiting

    Tactic of luring an enemy while staying mobile to avoid their attacks while dealing damage.

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    LFG

    'Looking for group': message indicating a player is looking for partners for an activity.

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    Video game meme

    Image, expression, or reference from gaming that circulates and transforms within communities.

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    Meta (competitive metagame)

    Set of strategies and choices considered effective at a given moment in a community; their value changes with updates.

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    Min-maxing

    Optimisation strongly favouring certain characteristics over others to reach a targeted performance.

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    Nerf

    Voluntary reduction of an element's power or effectiveness through a balance change.

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    Newbie

    Person new to a game or community; the term is generally more descriptive than 'noob'.

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    Noob

    Often pejorative term for a person considered inexperienced or clumsy; not to be confused with the neutral 'newbie'.

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    OP (overpowered)

    Qualifier for a weapon, ability, or strategy considered too strong relative to the other options.

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    Pull

    Action of drawing one or more enemies toward one's group to trigger combat under chosen conditions.

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    Rage quit

    Abrupt departure from a match driven by frustration or anger.

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    Smurf

    Secondary account used by an experienced player, often at a ranking lower than their actual level.

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    Spawn kill

    Elimination of an opponent shortly after they respawn, sometimes before they can reposition.

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    Spoiler

    Information revealing a narrative element or discovery that some people prefer to encounter for themselves.

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    Sweaty

    Informal qualifier for a match or player that is particularly competitive and demanding.

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    Tilt

    State of frustration disrupting a player's decisions and performance after a series of unfavourable events.

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    Toxicity

    Set of harmful behaviours in a community, such as insults, harassment, or deliberate sabotage.

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    Troll

    Person or intervention aimed at provoking reactions by deliberately disrupting a conversation or match.

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    Tryhard

    Player who intensely tries to win or optimise; the word can be descriptive or mocking depending on context.

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    Wipe

    Elimination of an entire group or collective failure generally forcing a rematch.

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    WP

    'Well played': compliment meaning that an action or performance was well executed.

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    Competition, Broadcasting and Content Creation

    30 terms

    Esports analyst

    Person responsible for studying strategies, compositions, and results to prepare a team or commentate on a competition.

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    BO3 / BO5 (best of)

    Confrontation of the best of three or five games: the first to win the required majority takes the series.

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    Bracket

    Structure that distributes tournament matchups and determines opponents as results come in.

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    Game capture

    Recording of images produced during a session, to be distinguished from performance capture of actors in production.

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    Caster

    Commentator who describes and explains the unfolding of an esports match live.

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    Live chat

    Discussion area associated with a broadcast, where viewers react in real time.

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    Esports coach

    Supervisor helping players structure their training, communication, and tactical decisions.

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    Double elimination

    Format where participants generally need two losses before being eliminated from the tournament.

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    Draft

    Organised selection procedure of characters, maps, or units following a defined order and rules.

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    Single elimination

    Tournament format where a loss generally means elimination from the competition.

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    Esports

    Organised competitive practice of video games, with players, teams, rules, competitions, and sometimes professional activity.

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    Strategy guide

    Resource detailing mechanics, choices, and methods to progress or reach an objective.

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    Highlight

    Short excerpt selecting a remarkable, funny, or decisive action from a match or broadcast.

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    KDA

    Ratio or set of statistics based on kills, deaths, and assists; the exact formula depends on the game.

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    LAN party

    Physical gathering where participants play together, historically by connecting their machines to a local network.

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    Let's play

    Video or series showing a person playing, generally accompanied by commentary and reactions.

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    Stream overlay

    Graphic layer overlaid on the game to display scores, camera, commentary, or stream information.

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    Competitive patch

    Update likely to change the balance, strategies, or rules applicable to a competition.

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    Pick and ban

    Selection and exclusion phase of characters, maps, or options before a competitive match.

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    Round robin

    Group format where each participant meets every other according to a defined schedule.

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    Scrim

    Organised practice match between players or teams, intended to prepare for a competition.

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    Seed (ranking seed)

    Position assigned to a participant based on ranking or organisational criteria to compose a bracket.

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    Walkthrough

    Documented path explaining how to finish a game or section, in text or video form.

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    Game Design and Level Design

    37 terms

    Affordance

    Visual or functional cue suggesting what an element allows to do, such as a ledge indicating a climbing opportunity.

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    Positive feedback loop

    Mechanism by which an initial advantage makes it easier to obtain further advantages, creating a cumulative effect.

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    Catch-up mechanic

    Rule allowing a trailing player to reduce the gap without guaranteeing they will regain the lead.

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    Dominant choice

    Option that outperforms others in most situations, potentially reducing strategic diversity if unintentional.

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    Meaningful decision

    Choice presenting understandable consequences and options that are genuinely different from the player's perspective.

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    Director AI

    System dynamically adjusting enemy spawns, intensity, or events based on parameters observed during the match.

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    Flow

    Perceived continuity between actions, information, and obstacles, or state of balanced engagement between challenge and mastery depending on context.

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    Greybox / whitebox (blockout)

    Provisional construction of a level with simple grey or white volumes to test flow, scale, and combat before final art.

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    Hardlock

    Complete lock preventing the player from continuing or interacting normally, often due to a software failure.

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    MVP (minimum viable product)

    Reduced version including the features needed to test a product hypothesis; not to be confused with a vertical slice.

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    Pacing

    Planned alternation of tension, exploration, learning, rest, and rewards throughout the experience.

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    Meta-progression

    Improvements or content kept between several runs, common in games with repeated attempts.

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    Resource sink

    Mechanism that removes currency or items from circulation to control their accumulation.

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    Risk-reward

    Relationship between the danger accepted by an action and the potential benefit obtained in return.

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    Signposting

    Use of landmarks, lighting, or compositions to draw attention toward a relevant path or action.

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    Skill ceiling

    Maximum mastery level that is effectively useful or differentiating in a game system, distinct from ease of access.

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    Skill floor

    Initial skill level needed to obtain baseline results in a game or with a character.

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    Softlock

    Situation where the game keeps running but progression becomes impossible without reloading or restarting.

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    Resource faucet

    Mechanism that injects currency or items into a game's economy.

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    Production, Careers and Studio Organization

    36 terms

    3D animator

    Professional who gives movement and expression to characters or objects through poses, curves, and animation systems.

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    Backlog

    Ordered list of tasks, features, and fixes planned for a product or team.

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    Game composer

    Musician creating the music pieces accompanying actions, atmospheres, or events of the game.

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    Crunch

    Period of particularly intense, often prolonged work, imposed or accepted to meet production deadlines.

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    Publisher

    Company that finances, supports, distributes, or markets a game under varying agreements with the studio.

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    Outsourcing

    Contractual delegation of tasks to an external provider, for example for artwork or quality assurance.

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    Lead developer

    Reference developer who organises technical decisions and supports the programming team in a domain.

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    Gameplay programmer

    Developer implementing the rules, controls, abilities, and interactions needed for the playable experience.

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    Scope creep

    Progressive extension of requirements beyond the initial plan without proportional adjustment of resources or deadlines.

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    Sprint

    Short, planned work period in some agile management methods, followed by a review of the result.

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    Programming, Engines and Software Architecture

    39 terms

    A* (A-star)

    Pathfinding algorithm that uses accumulated costs and an estimate of the remaining cost to explore possible routes.

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    Callback

    Function called following an event or at a defined point in a software operation.

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    Coroutine

    Routine that can suspend and resume execution to coordinate actions spread out over time.

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    Collision detection

    Computation determining whether two shapes or trajectories meet and can trigger a reaction.

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    Determinism

    Property of a simulation that produces the same results from the same states and inputs, essential to certain synchronisations.

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    Game framework

    Library or development structure providing components, without necessarily constituting a full engine or editor.

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    Game object

    Engine entity representing a game element, sometimes associating position, rendering, or behaviour components.

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    Garbage collector

    System that automatically reclaims unused memory regions, sometimes causing pauses.

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    Memory management

    Organisation of memory allocation, use, and release to limit errors and overhead.

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    Modding API

    Interfaces made available so creators can modify or extend a game within an explicit technical framework.

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    NPC scheduling

    System organising non-player characters' schedules and activities based on the world's time and rules.

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    Game physics

    Simulation or approximation of movement, gravity, forces, and collisions to produce reactions in a world.

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    Raycast

    Test firing a mathematical ray into a scene to identify intersected objects, useful for shots, aiming, or selection.

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    Rigid body

    Object simulated by a physics engine with properties such as mass, velocity, and response to forces.

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    Scene

    Set of objects and settings organised as a content unit in an engine, possibly forming a level or menu.

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    Serialization

    Transformation of game data into a recordable or transmittable format, used notably for saves.

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    Thread

    Parallel or concurrent execution unit allowing distribution of computations under certain synchronisation constraints.

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    Visuals, 2D/3D Art and Environment Creation

    40 terms

    2.5D

    Common term for a combination of 2D and 3D aspects or techniques, whose definition varies according to presentation and mechanics.

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    Albedo

    Base colour map of a surface, used in some PBR workflows without including certain lighting effects.

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    Baking (precomputation)

    Prior computation of information such as light, shadows, or normals to be stored for faster rendering.

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    Compositing

    Assembly of several visual layers or passes to obtain the final image or a specific effect.

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    High poly

    Detailed geometric model using many polygons, frequently used during sculpting or texture creation.

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    Kitbash

    Assembly of existing visual elements to quickly build a more complex object or environment.

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    Mesh

    Geometric structure composed notably of vertices, edges, and faces used to represent a 3D object.

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    Metallic

    PBR parameter indicating how much a surface behaves optically like a metal.

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    Roughness

    Parameter representing a surface's roughness and influencing specular spread in PBR rendering.

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    3D scan

    Acquisition of a real object's shape to produce a digital three-dimensional representation.

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    Sprite sheet

    Sheet grouping several images of the same character or of different objects to facilitate their use.

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    Texel

    Element of a digital texture, analogous to a pixel but expressed in the texture's image space.

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    Texture atlas

    Large image grouping multiple textures to facilitate loading or reduce certain rendering costs.

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    Topology

    Organisation of a mesh's vertices and edges, important for deformation, performance, and clarity.

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    UV mapping

    Assignment of 2D coordinates to the surface of a 3D object to apply textures to it.

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    Vegetation system

    Tool for distributing and managing plants and trees, often with distance-based optimisation.

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    Voxel

    Element of a discrete volume, used to represent or modify 3D objects and worlds.

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    Rendering, Optimization and Performance

    40 terms

    Anisotropic filtering

    Filtering that improves the sharpness of textures viewed at an oblique angle, particularly on distant surfaces.

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    Batching

    Grouping of compatible rendering operations to reduce setup costs and state changes.

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    Bloom

    Luminous halo added around intense areas to reproduce or stylise light diffusion.

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    Bottleneck

    Component or step limiting overall performance, such as the CPU, GPU, storage, or network.

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    Culling

    Elimination of the computation or rendering of invisible or irrelevant elements to save resources.

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    Draw call

    Command sent to the GPU to draw part of the scene, whose cost depends on the hardware and context.

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    Frame cap

    Limit imposed on the number of frames per second to control consumption, heat, stability, or synchronisation.

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    Frame pacing

    Regularity with which frames are computed and presented, key to the perception of fluidity.

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    Frame time

    Time required to produce a frame, often expressed in milliseconds to analyse irregularities.

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    Input lag

    Delay between a physical input and its visible effect on screen, including several processing steps.

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    Mipmapping

    Set of progressively reduced texture versions to improve filtering and performance at distance.

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    Motion blur

    Effect simulating the integration of movement during exposure, sometimes adjustable for comfort.

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    Occlusion culling

    Technique avoiding the rendering of objects hidden by other objects in front of them.

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    Screen tearing

    Visible artefact when several frames are presented during a single display scan.

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    Asset streaming

    Progressive loading of assets during play to limit wait times and memory needs.

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    Stuttering

    Perceptible irregularities in display rhythm, even when the average frame rate appears high.

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    Super resolution

    Family of techniques aiming to reconstruct a high-definition image from less detailed information or multiple images.

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    V-Sync (vertical sync)

    Feature aligning frame emission with the display's refresh to reduce tearing, sometimes at the cost of latency.

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    Animation, Camera and Staging

    26 terms

    Animation blending

    Computed mix of several animations to produce transitions or combine actions.

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    Procedural animation

    Movement computed dynamically from rules, constraints, or conditions rather than fully predefined.

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    Root motion animation

    Method where a character's overall movement derives from its animation data rather than from movement imposed separately.

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    Animatic

    Provisional assembly of images or poses, optionally accompanied by sound, to test the flow of a sequence.

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    Blendshape

    Predefined variation of a model's geometry used notably for facial expressions.

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    Shoulder camera

    Off-centre framing placed behind the character, common in some third-person shooters.

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    Facial capture

    Capture of facial expressions to animate a virtual character's face.

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    Interpolation

    Computation of intermediate values between several key poses or frames to produce a transition.

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    Performance capture

    Capture combining movement, expression, or acting to recreate a performance in a digital scene.

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    Skinning

    Association of a mesh's vertices with joints so that it deforms during animation.

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    Storyboard

    Sequence of images preparing a sequence to plan framing, rhythm, movements, and shot transitions.

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    Sound, Music and Interactive Audio

    24 terms

    Ambient sound

    Set of continuous or occasional sounds that build the acoustic perception of an environment.

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    Distance attenuation

    Programmed decrease in the level of an audio source according to its distance from the virtual listener.

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    Diegetic audio

    Sound originating from a source located within the game's world, such as a radio, a door, or a character.

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    Audio middleware

    Specialised software bridging game events and the playback, mixing, or adaptation of audio content.

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    Non-diegetic audio

    Sound heard by the player but not coming from a source belonging to the fictional world, such as some music themes.

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    Audio loop

    Sound segment designed to be repeated continuously or according to a defined sequence.

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    Voice directing

    Supervision of interpretation, rhythm, and coherence of vocal performances during recording.

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    Audio ducking

    Automatic reduction of one source's volume, such as music, when an important voice is playing.

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    Loudness

    Measure or perception of average sound level, useful for balancing comfort and consistency across content.

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    Interactive mixing

    Dynamic adjustment of volumes and processing between music, dialogue, and effects depending on the situation.

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    Audio occlusion

    Attenuation or alteration of a source when an obstacle is placed between it and the virtual listener.

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    Reverb

    Persistence and set of reflections of a sound evoking the dimensions and materials of a space.

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    Binaural audio

    Technique producing headphone cues close to those perceived by the ears in a real space.

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    Stem

    Isolated track or grouping of music tracks allowing a piece to be recomposed in layers during gameplay.

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    Stinger

    Very short musical or sound intervention emphasising an event, reveal, or achievement.

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    Music transition

    Organised passage from one theme or musical state to another, sometimes synchronised to the tempo.

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    Voice-over

    Narrative voice or commentary heard without the speaker necessarily appearing in the scene.

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    Interface, Ergonomics and Accessibility

    34 terms

    Difficulty assistance

    Option adapting certain constraints, such as speed, damage, or action windows, without enforcing a single definition of difficulty.

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    Audio description

    Spoken description of important visual elements when they cannot be inferred from existing sounds.

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    Content warning

    Information alerting to the presence of themes or effects that may disturb certain audiences before they encounter them.

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    Enhanced contrast

    Option increasing the visual distinction between texts, objects, indicators, and backgrounds.

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    Customisable difficulty

    Set of parameters allowing separate modification of challenge aspects rather than choosing a single global level.

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    Diegetic interface

    Interface integrated into the fictional world, such as a counter on equipment worn by the character.

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    Non-diegetic interface

    Information displayed only for the player without physically existing in the world, such as a floating gauge.

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    Y-axis inversion

    Option reversing the relationship between the controller's vertical movement and the camera's vertical direction.

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    Objective marker

    Symbol indicating a destination or task, sometimes with a distance and direction cue.

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    Contextual menu

    Set of commands offered based on the object, situation, or interface element currently selected.

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    Radial menu

    Interface distributing commands around a centre to quickly select an action or item.

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    Minimap

    Reduced representation of an area displayed during play to aid orientation and localisation.

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    Arachnophobia mode

    Setting replacing or modifying virtual spiders to limit a fear trigger for some players.

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    Colour-blind mode

    Set of settings aimed at making certain information more discernible; simple colour filters are not always sufficient.

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    One-handed mode

    Configuration allowing the main commands to be performed with one hand or a reduced input set.

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    Screen narration

    Spoken reading of interface elements to allow access to menus and displayed information.

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    Keyboard navigation

    Ability to navigate menus and commands using keys without relying on a pointing device.

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    Free pause

    Ability to suspend the action at will, when technical or multiplayer constraints allow it.

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    Photosensitivity

    Sensitivity to lighting effects, flicker, and rapid contrasts, considered in design and visual settings.

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    Aim sensitivity

    Parameter modifying the ratio between the input device's movement and the cursor's rotation or speed.

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    Captions

    Text also representing relevant sound information, such as sound effects, important music, or speaker indication.

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    Speech-to-text (STT)

    Technology transforming speech into text, notably to improve access to voice conversations.

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    Interaction visibility

    Property making usable objects distinct from the decor through contrasts, symbols, or alternative feedback.

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    Dead zone

    Range of analog movement ignored to prevent unintended actions when the stick returns toward its centre.

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    Testing, Quality, Security and Technical Maintenance

    33 terms

    Aimbot

    Program or cheating device that automates aiming at targets, distinct from in-game aim assist.

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    Ban

    Temporary or permanent suspension of an account's access to a feature or service for defined reasons.

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    Blocking bug

    Defect preventing the execution of an essential feature or normal progression, depending on the test context.

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    Crash dump

    Capture of technical data produced during a crash to help diagnose its origin.

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    Debugging

    Search for and correction of the cause of an issue in code, data, or system behaviour.

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    Duplication (dupe)

    Exploitation of a defect to illicitly copy items or resources in a game.

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    Freeze

    Apparent halt of execution or display during which the game no longer responds normally.

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    Hotfix

    Small update published quickly to resolve an important issue without waiting for a larger version.

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    Log

    Recorded sequence of events used to analyse the behaviour of a game, server, or tool.

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    Patch notes

    Document presenting changes brought by a version, such as fixes, new features, and balance changes.

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    Bug report

    Document describing the issue, context, reproduction steps, expected result, and actually observed result.

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    Bug reproduction

    Set of steps and conditions allowing an observed defect to be triggered again.

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    Severity

    Measure of a defect's technical or functional impact, distinct from the urgency assigned to its correction.

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    Automated test

    Verification executed by program to repeatedly check expected behaviours or results.

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    Certification test

    Check of requirements imposed by a platform before publication or update of a game.

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    Load test

    Test measuring the behaviour of a service or game as the number of users or requests increases.

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    Compatibility test

    Verification of operation on different hardware configurations, system versions, or peripherals.

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    Regression test

    Verification that a change has not reintroduced a defect or degraded a previously working feature.

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    Functional test

    Verification that a feature behaves as intended under defined conditions.

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    Cheating

    Use of means forbidden by match or platform rules to obtain an advantage.

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    Versioning

    Convention identifying releases of a game or its components to track their evolution.

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    Wallhack

    Cheating technique revealing opponents or information normally hidden by obstacles.

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    Publishing, Versions, Launches and Distribution

    40 terms

    Beta

    More advanced build intended to detect issues and gather feedback, without guaranteeing full stability or completeness.

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    Activation key

    Code used to add or unlock a licence on a given service, subject to its conditions.

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    Launch announcement

    Official information announcing a game's availability and providing elements for the public or press.

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    Day-one patch

    Update available at launch or around the first day of a game's release.

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    Embargo period

    Date or time before which people with press access contractually commit not to publish certain content.

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    Demake

    Voluntary reinterpretation of a game under the constraints or aesthetics of older hardware.

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    Staged rollout

    Gradual release of a version according to users, devices, or regions.

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    Digital distribution

    Delivery of a game by download or digital service, without mandatory physical media.

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    GOTY edition

    Commercial 'Game of the Year' label used for a sometimes enriched re-release; it does not necessarily attest to receiving an award.

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    Emulation

    Software reproduction of another hardware or system's functions to run programs designed for it.

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    End of service

    Announced or effective shutdown of infrastructure needed for some game features, distinct from its removal from storefronts.

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    Gold master

    Version approved as the basis for manufacturing or release; it may be followed by patches on launch day.

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    Live ops

    Continuous management of a game's content, events, balance, and services after release.

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    Re-release

    New commercial release of an already released title, with or without technical improvements or new content.

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    Release candidate

    Version intended for release if final checks do not reveal a defect justifying a new build.

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    Simultaneous release

    Publication of a game on multiple platforms or territories on the same announced date.

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    Post-launch support

    Work of fixes, compatibility, and assistance ensured after a game's initial release.

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    Economics, Monetization, Ratings and Rights

    40 terms

    Advergame

    Game designed primarily to promote a brand, product, or advertising campaign.

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    Churn

    Proportion of users or subscribers who stop playing or paying over a given period according to the definition used.

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    Press key

    Code granting access to a game for press or review purposes, without determining the editorial independence of a publication.

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    DAU (daily active users)

    Number of accounts or users considered active on a given day according to a specified measurement definition.

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    Content descriptor

    Icon informing about a type of sensitive element, such as violence or language, alongside a recommended age.

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    ESRB

    North American game rating body, with age categories and content descriptors.

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    Freemium

    Model offering free access to part of the product and charging for additional features, services, or content.

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    Gacha

    System of random draws of items or characters, inspired by Japanese capsule machines, sometimes using purchased currency.

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    Franchise licence

    Agreement allowing the use of an existing universe or brand to create or distribute a new product.

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    Operating licence

    Contractual authorisation defining the permitted uses of a work, brand, or technology in a given context.

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    Loot box

    Virtual container whose contents are random or uncertain before opening; some are paid and others earned in-game.

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    LTV (lifetime value)

    Estimate of revenue or margin contributed by a user over the whole relationship with the product.

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    Soft currency

    Internal currency mainly earned by playing, often distinct from a premium currency.

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    Premium currency

    Internal currency generally obtained for real money or occasionally granted, used to acquire certain content.

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    Pay-to-play

    Model requiring payment to access the game, through purchase, subscription, or other commercial condition.

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    Pay-to-win (P2W)

    Controversial label for a model where real spending provides in-game advantages that may affect competition or progression.

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    Pity system

    Mechanism guaranteeing or increasing the probability of a reward after a certain number of unsuccessful draws.

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    In-game ads

    Insertion of advertising messages or formats into a game's interface, world, or services.

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    Revenue share

    Contractual arrangement splitting revenue between multiple parties according to a defined formula and scope.

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    Review bombing

    Organised or massive accumulation of ratings and reviews intended to influence a game's perception, sometimes for reasons unrelated to its quality.

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    Whale

    Marketing term for a user whose spending is exceptionally high; the usage can be dehumanising.

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    Platforms, Hardware and Peripherals

    34 terms

    Mechanical keyboard

    Keyboard using individual switches for its keys, appreciated in various uses but not strictly required for gaming.

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    Optical disc

    Physical media read by laser, such as CD, DVD, or Blu-ray, used to distribute some games.

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    DPI / CPI

    Indication of a mouse sensor's sensitivity in counts per inch; not a direct measure of player accuracy.

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    Analog trigger

    Input measuring variable pressure, notably for accelerating, braking, or modulating an action.

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    Gyroscope

    Sensor measuring the rotation speed of a device, used notably for orientation or aiming.

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    Handheld gaming PC

    Compact computer combining a screen and physical controls for gaming in a portable form factor.

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    HDD

    Mechanical hard drive offering persistent storage with generally higher access times than an SSD.

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    HOTAS

    'Hands on throttle and stick' setup combining a joystick and throttle, used notably in flight simulation.

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    Mobile gaming

    Games designed or adapted primarily for smartphones and tablets, with specific interfaces and constraints.

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    MR (mixed reality)

    Combination of real and virtual elements that can spatially interact depending on the device's capabilities.

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    Polling rate

    Frequency at which a peripheral transmits its state to the host device, generally expressed in hertz.

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    Remote play

    Feature streaming a game running on one's own machine to another connected device.

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    Force feedback

    Mechanical resistance or torque applied to a peripheral to simulate physical effort and interactions.

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    Gaming mouse

    Mouse equipped with sensors and settings suited to certain gaming uses, with configurable sensitivity and buttons.

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    Racing wheel

    Controller reproducing the rotation of a car steering wheel, often with pedals and force feedback.

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    History, Culture, Heritage and Creative Communities

    27 terms

    100% speedrun

    Speedrun category that imposes a set of completion criteria defined by the community, which do not necessarily match the in-game counter.

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    Abandonware

    Informal term for software that is no longer sold or supported; its abandonment does not automatically place it in the public domain.

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    Any%

    Speedrun category aiming to finish the final objective without requiring all optional content, subject to the applicable rules.

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    Video game archaeology

    Research studying the objects, versions, traces, and material contexts of video games to understand their history.

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    BIOS / firmware

    Low-level software responsible for initialising or running hardware, sometimes required by emulation systems.

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    Source code preservation

    Archiving of files and dependencies needed to understand or rebuild software, according to associated rights.

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    Dump

    Operation or result of copying data from a medium or component to a digital file.

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    Emulator

    Program that reproduces enough of a system's behaviour to run software designed for it.

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    Fan game

    Game created by fans based on or in the spirit of an existing work; using protected elements may require authorisation.

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    Glitchless

    Speedrun category forbidding certain exploitable defects according to a list of rules that varies per game.

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    Homebrew

    Software or game developed by individuals for a platform, often outside its official publishing circuit.

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    Lost media game

    Video game work whose version or data is no longer publicly accessible, sometimes despite documented existence.

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    Software obsolescence

    Progressive loss of compatibility with newer systems due to technical changes, dependencies, or discontinued services.

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    Game preservation

    Preservation of software, media, code, documentation, and execution conditions to maintain access to gaming heritage.

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    Randomizer

    Modification or mode redistributing items, abilities, or locations according to rules, often from a reproducible seed.

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    ROM hack

    Unofficial modification of a game distributed as a ROM image or patch, possibly changing levels, graphics, or rules.

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    Demoscene

    Artistic and technical community producing real-time audiovisual demonstrations, historically tied to micro-computing.

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    Additional References and Cross-Cutting Concepts

    19 terms

    Backend

    Set of remote services handling accounts, saves, matchmaking, storefront, or data required by the game.

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    Linked account

    Linking of multiple platform identifiers to share certain services, purchases, or progression elements according to the rules.

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    Cloud save data

    Save synced to a remote service to restore progression on compatible devices.

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    Loading screen

    Interface displayed while resources or a zone are being prepared, sometimes showing tips and information.

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    Partial install

    Distribution allowing access to part of the game before all content has been downloaded.

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    Adaptive interface

    Interface whose layout or commands adjust to the device, preferences, or abilities of the user.

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    Multi-platform game

    Title available on several device types, without guaranteeing cross-play between their users.

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    Replay

    Recording of a match as video or simulation data allowing later review.

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    Master server

    Central service listing or coordinating available servers and sessions without necessarily hosting each match's simulation.

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    Background download

    Data transfer that continues while a game, menu, or other task remains usable.

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    Always online

    Requirement of a persistent connection to launch or use a game, even when some activities appear solo.

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    Censored version

    Version where some content has been removed or modified by the publisher's decision or regulatory constraint.

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    Regional version

    Edition adapted or distributed in a territory with specific languages, content, or commercial constraints.

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