Gaming vocabulary, made simple
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Gaming vocabulary, made simple

Short, precise definitions for mechanics, genres and online culture.

Gaming vocabulary, made simple

177 items shown

AAAA
A large-budget production backed by a major publisher.
FFPS
A shooter viewed through the character’s eyes.
RRPG
A role-playing game built around progression, statistics and choices.
MMMO
An online game bringing many players into one persistent world.
DDLC
Downloadable content released after a game launches.
NNPC
A non-player character controlled by the game.
PPvP
A mode in which players compete directly.
PPvE
A mode in which players face the game environment.
CCross-play
The ability to play together across different platforms.
FFree-to-play
A free-access game usually funded by optional purchases.
RRoguelike
A demanding game based on repeated runs and variable levels.
MMetroidvania
An interconnected adventure where abilities unlock new paths.
SSpeedrun
Completing a game or objective as quickly as possible.
EEsport
Organised competitive video gaming.
PPing
The network response time between a device and server.
NNerf
A deliberate reduction in an element’s power.
BBuff
An increase in an element’s power or effectiveness.
HHitbox
An invisible area used to detect collisions or impacts.
BBattle royale
A last-player-or-team-standing competitive genre.
CCloud gaming
Streaming a game that runs on a remote server.
CCoop
A mode where players work toward a shared goal.
CCrafting
Creating items from resources collected in a game.
EEarly access
A playable game sold while still in development.
FFrame rate
The number of images displayed each second.
GGacha
A random reward mechanic, sometimes linked to purchases.
GGrinding
Repeating actions to gain experience, resources or rewards.
IIndie
A game produced by an independent team or studio.
LLoot
Items or resources earned through play.
MMatchmaking
A system that automatically groups online players.
MMod
A community-made modification to a game.
NNew Game Plus
A replay mode that preserves part of previous progress.
OOpen world
A large environment offering freedom of exploration.
PPatch
An update that fixes or changes a game.
PPermadeath
A mechanic where character death is permanent.
SSandbox
An open system designed for free experimentation.
SSeason pass
A bundle of future content sold for a game cycle.
SSoulslike
A demanding action-RPG subgenre built on observation and risk.
SStreaming
Broadcasting gameplay live or on demand online.
UUI
The visible menus, indicators and controls.
XXP
Experience points used to measure progression.
CCross-save
Using the same save or progression across supported platforms, usually through a linked account.
HHDR
High dynamic range: a wider range of brightness and colour when the game, system and display support it.
VVRR
Variable refresh rate: the display adapts its timing to incoming frames to reduce tearing and some stutter.
JJitter
Variation in network delay from one packet to another, which can make online action feel uneven.
NNAT
Network address translation: a way for devices to share an internet connection that can affect some game invitations.
UUpscaling
Producing a higher-resolution output from a lower-resolution rendered image; quality depends on the method.
FFrame generation
Adding calculated frames between normally rendered frames; it does not by itself shorten input delay.
DDRM-free
A copy distributed without built-in digital rights management; licence terms still apply.
CControl remapping
Changing which action a button, key or movement performs to suit a player or device.
DDescriptive captions
Captions that include useful sounds and speaker information as well as dialogue.
SStandard edition
Base version of a game; check the exact contents.
DDeluxe edition
A version with extras that vary by product.
CComplete edition
A bundle that may exclude later additions.
BBase game
Main product required for some expansions.
CCosmetic content
Item that mainly changes appearance.
SStick drift
Movement detected while a controller stick rests.
RRefurbished console
Used console checked before professional resale.
PPlayable demo
Limited part of a game offered for testing.
FFactory reset
Return to initial settings that removes local data.
DDigital licence
Access right governed by account and platform terms.
RRequired download
Online data needed even with a physical product.
AAssist mode
Settings that adjust pace, readability or controls.
TTutorial
Guided introduction to controls and rules.
BBattle pass
A time-limited progression track that unlocks rewards through play, sometimes with a paid tier.
CCheckpoint
A point from which play can resume after a failure or interruption.
CCooldown
The waiting time before an ability or action can be used again.
HHUD
The on-screen information shown during play, such as health, objectives or ammunition.
IInput lag
The delay between a control action and its visible effect on screen.
RRay tracing
A rendering method that simulates the paths of light for effects such as reflections and shadows.
RRemake
A new production that recreates an earlier game, often with changed technology or design.
RRemaster
An updated version that mainly improves the presentation of an existing game.
RRespawn
A character returning to play after being defeated, usually at a defined point.
RRNG
Random number generation used to determine outcomes such as rewards or encounters.
VV-sync
A display setting that synchronises frames with the screen refresh to reduce tearing.
AAccessibility
Options and design choices that make a game easier to use for people with different needs.
AAnti-aliasing
A visual technique that smooths jagged edges in rendered images.
FFOV
Field of view: the extent of the game world visible at once.
LLAN
A local network that connects nearby devices, sometimes for multiplayer play.
MMicrotransaction
A small purchase made inside a game for content, currency or other benefits.
DDRM
Technical controls used to manage access to a digital copy under its licence.
GGame engine
A set of software tools and systems used to build and run games.
RRefresh rate
The number of times a display can update its image each second.
SStutter
A brief interruption in smooth motion, often caused by irregular frame delivery.
TTwo-factor authentication
Account protection that requires a second proof of identity in addition to a password.
PPhishing
A fraudulent message or page designed to steal account information.
PParental controls
Account or device settings that limit purchases, communication, content or play time.
PPEGI
A European age-rating system that describes the suitability of game content.
CCross-progression
Progress that can continue across supported devices or platforms through a linked account.
LLocal co-op
Cooperative play by people sharing the same physical space or device.
CCloud save
A game save stored online for recovery or use on supported devices.
PPacket loss
Network data failing to reach its destination, which can disrupt online play.
MMotion blur
A visual effect that blurs movement between frames, with comfort varying by player.
AAggro
The attention of an enemy controlled by the game, often directed at the character it attacks.
BBacktracking
Returning to an area already visited, sometimes with a new ability that opens another path.
BBoss
A particularly important opponent that often tests skills learned earlier.
BBuild
A chosen combination of abilities, equipment and statistics for a character.
CCombo
A sequence of actions or attacks linked together under the game’s rules.
DDPS
Damage per second, used to compare how quickly attacks reduce a target’s health.
QQTE
Quick time event: a timed button prompt that must be answered during a scene.
EEndgame
Activities and progression available after a main objective or campaign is completed.
EEaster egg
A hidden reference, joke or secret placed in a game by its creators.
FFriendly fire
A rule allowing an attack to harm teammates as well as opponents.
LLore
The history, beliefs and background information that give a game world context.
PProcedural generation
Creating parts of a game from rules and parameters rather than placing every element by hand.
QQuest
A defined task offered by a game, usually with an objective and a result or reward.
SSkill tree
A map of abilities that a player can unlock as a character progresses.
AAFK
Away from keyboard: a player is temporarily absent or inactive.
AAoE
Area of effect: an action that affects a zone rather than a single target.
BBeta
A pre-release version used to test a game or service; its features may change.
BBot
A software-controlled participant, sometimes used to fill a match or practise.
CCrowd control
Effects that restrict an opponent’s movement or ability to act.
DDialogue tree
A branching structure of conversation choices and responses.
EEmulator
Software that reproduces aspects of another system so compatible programs can run.
HHealer
A character role focused on restoring allies’ health or preventing damage.
IInventory
The interface or system that stores and manages a character’s items.
FFrame pacing
The regularity of time between displayed frames, which affects perceived smoothness.
AAim assist
Assistance that adjusts aiming; its strength depends on game and input device.
SShader compilation
Preparation of graphics programs for a device; it can cause loading or stutter.
AAvatar
Character or representation used to identify a player within a game.
DDynamic difficulty
System that adjusts challenge according to play; not necessarily a manual difficulty setting.
HHaptic feedback
Tactile response from a controller or device, conveying actions through vibration or force.
LLive service game
Game maintained with ongoing updates, events or content; this does not specify its price model.
MMinimap
Compact map showing nearby locations or objectives; information varies by game.
TTank
Role designed to absorb pressure or protect teammates, depending on game rules.
AAction-RPG
Role-playing game combining character progression with action-based combat.
CCamping
Staying in a strategic spot to wait for opponents; meaning depends on context.
CClipping
Visual overlap where a model appears to pass through another surface.
DDamage sponge
Informal description of an opponent requiring many hits to defeat.
FFetch quest
Task focused on collecting or delivering objects, sometimes across several locations.
GGhosting
Visible trails behind moving objects; the cause depends on display or rendering technique.
GGlass cannon
Character with high offensive power but limited ability to survive damage.
LLocal dimming
Display backlight adjustment by zone; effectiveness depends on the actual panel.
11% low
A statistic summarising the slowest portion of frame-rate measurements; methodology must be stated.
TTelemetry
Collection of technical or usage measurements; review the service’s privacy settings.
EESRB
North American rating system describing age suitability, content and interactive elements.
RRollback netcode
Network technique that predicts actions and corrects simulation when remote inputs arrive.
DDedicated server
Machine or process assigned to host a game session rather than a player’s client.
PPeer-to-peer
Network organisation where participants exchange data directly; implementations vary.
RRegion lock
Restriction of access or compatibility according to a region defined by the service.
LLevel scaling
Adjustment of enemies or content to character progression under game-specific rules.
MMacro
Sequence of commands triggered by one action; competitive rules may restrict its use.
MMana
Resource consumed by certain abilities, often spells; recovery rules depend on the game.
MMelee
Combat or attacks performed at close range rather than with distant projectiles.
MMeta
Strategies considered effective in the current rules and community; not a permanent ranking.
MMMR
Matchmaking rating used to estimate player skill; it may differ from a visible rank.
AAsymmetric multiplayer
Multiplayer where participants have different roles, capabilities or objectives.
NNo-hit
Challenge completed without receiving qualifying hits; the exact rules must be specified.
OOverclocking
Operating a component above its standard clock settings; stability and thermal effects vary.
PParty
Group of players or characters organised to play together.
PPhoto mode
Feature for framing images using camera or visual controls; tools vary by game.
PPixel art
Visual style built from deliberately arranged pixels; not necessarily old hardware.
PPort
Adaptation of a game to another platform; changes and compatibility depend on the release.
RRaid
Group activity with coordinated objectives, often more demanding than a standard encounter.
CCross-buy
Purchase entitlement covering specified platforms; not the same as cross-save.
BBackward compatibility
Ability to use software or accessories from an earlier system, with possible exceptions.
AAutosave
Automatic progress recording; frequency and overwrite behaviour depend on the game.
SSave slot
Separate location for a saved state; availability and contents vary by game.
SSoftlock
State where progress is impossible although the program still runs.
HHardlock
Complete freeze preventing normal interaction and usually requiring a restart.
NNative resolution
Image rendered at the target output resolution without spatial upscaling.
DDynamic resolution
Rendering resolution adjusted during play to meet a performance target.
SScreen tearing
Visible split when parts of different frames appear during one screen refresh.
TTAA
Temporal anti-aliasing that uses information from previous frames; image artefacts may occur.
OOLED
Display technology with self-emitting pixels; behaviour depends on the panel and use.
SShader cache
Stored results used to avoid repeating some graphics preparation work.
TTexture streaming
Loading texture data as needed rather than keeping all detail resident.
CColourblind mode
Display adjustments for colour distinctions; available palettes and effects vary.
VVR motion sickness
Discomfort that can occur during virtual reality; stop the session when symptoms appear.
SSingle-use code
Activation code that normally cannot be reused after redemption on an account.
PPasskey
A cryptographic sign-in credential used instead of typing a password where supported. Storage and recovery depend on the device and provider; prepare a backup way to access the account.
RRecovery code
A backup code for regaining account access when the usual two-factor method is unavailable. Keep it outside the affected account and never share it in a chat or screenshot.
SStatus page
A page showing the condition of online services and sometimes previous incidents. Check which components and regions it covers and its update time; it may not cover every game's servers.
MMaintenance
Planned or exceptional work on a service that may temporarily limit access. Check the scope and time zone; the expected return time can change.
DDelisting
Removal of a product from a store's sales catalogue. This alone does not establish whether existing owners can download or launch it; check those functions separately.
SService shutdown
The end of functions provided by a remote service. It may affect multiplayer, a store or the entire game; the official announcement should identify modes, platforms and dates.
GGame-key card
A Nintendo Switch 2 physical card used as the key to download and run a game. It does not contain all game data; the first download needs internet and storage, and the card must be inserted to play.
mmicroSD Express
A memory card format with a faster interface than conventional microSD. Downloaded Nintendo Switch 2 games require an Express card for expandable storage; an ordinary older microSD card cannot serve that role.