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Home > Resources > GAMES DICTIONARY

view dictionary listings by: VISUAL FX __INTERACTIVE GAMING__ WEB _ iTV

The following is a list terms commonly used in the game industry. If you find any incorrect information, please let us know so we can correct it ASAP. Also, if you would like a term to be added, please email us and we will place it on the list.

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Safety
[CC82] An aspect of a game that allows the player to obtain psychological experiences of conflict and danger while excluding their physical realizations and hazards. Alternatively, safety involves the results of a game always being less harsh than the situation the game models. (Also see “Representation”, “Closed”, “Conflict” and “Interaction”)

Scenario
[RD74, RD99] The plot outline/story line and setting of the (game) as play begins.

Sequential Communication
[RD74] Communication dependent on the sequential presentation of ideas.

Signaling, direct
[JV43] Information passed to the opponent that is accurate and not misleading.

Signaling, inverted
[JV43] Information passed to the opponent that misleads that opponent.

Simulated Role
[RD74] Individual not present in the game, but whose role is simulated by the accounting system.

Simulation
[RB70] Dynamic execution or manipulation of a model of some object system

Simulation games
[MISC] A genre classification used for commercial purposes. Does not necessarily represent a taxonomy class. Simulation games include games that put the player in the driver's seat, such as flight and race car simulators, plus games that recreate battles, hospital drama and city planning and space (X-Wing is wildly popular). Capitalism is a financial strategy game that puts the player at the head of a corporation and simulates different business environments as everyone competes to make money.

Simulationist
[JM99] Also called world-oriented. Approach to gaming where the GM and players attempt to simulate a reality (not necessarily the reality, possibly a particular genre or fictional world). Part of the threefold model. (Role Playing Games term)

Skill and Action games
[CC82] A game classification for games characterized by real-time play, heavy emphasis on graphics and sound, and use of joysticks or other special devices for input. Places a demand on hand-eye coordination and fast reaction time.

Socializer
[RB99] A type of game player based upon the kind of action or mode of play this person enjoys or gravitates to in a game. This type of player is interested in people and what they have to say. The game is merely a backdrop, a common ground where things happen to players. Inter-player relationships are important: empathizing with people, sympathizing, joking, enteraining, listening; even merely observing people play can be rewarding – seeing them grow as individuals, maturing over time. Some exploration may be necessary so as to understand what everyone else is talking about, and points-scoring could be required to gain access to neat communicative spells available only to higher levels (as well as to obtain a certain status in the community.) Killing, however, is something only ever to be excused if it’s a futile impulsive act of revenge, perpetrated upon someone who has caused intolerable pain to a dear friend. The only ultimately fulfilling thing is not how to rise levels or kill hapless drips; it’s getting to know people, to understand them, and to form beautiful lasting relationships. Also see “Socializing [RB99].” See Achiever, Explorer and Killer as alternative types of players.

Socializing
(with others): [RB99] A motivation factor or aspect of enjoyment in participation in MUDs. Players use the game’s communicative facilities, and apply the role-playing that these engender, as a context with which to converse (and otherwise interact) with their fellow players. Also see Achievement, Exploration and Imposition as alternative motivators.

Solution
(to a game theoretic analysis): [JV43] A complete set of rules of behavior (for all players) for all conceivable situations including the related imputation sets for the game.

Sports games
[MISC] A genre classification used for commercial purposes. Does not necessarily represent a taxonomy class. Sports games allow role playing as a virtual athlete in sports from basketball to cricket to golf.

Stances
[JM99] See Actor, Audience, Author, Immersive, In Character. (Role Playing Games term)

Stop rule
[JV43] The rule of a game that bounds the limit of the total number of game moves to a finite value.

Strategy
[JV43] From Game Theory. A (game) plan which specifies what choices a player will make in every possible situation, for every possible actual information which the player possesses at that moment in conformity with the pattern of information which the rules of the game provide for that player for that case.

Strategy games
[MISC] A genre classification used for commercial purposes. Does not necessarily represent a taxonomy class. Strategy games include chess and other board games, bridge, poker and other card games, and hundreds of war games. Some sites set up a separate

Strategy games
[CC82] Games that emphasis cogitation rather than manipulation.

Structure
[RD99] Relative to DIE HRD Policy Game – The relationship or organization of the component parts of the exercise (game).

Supersymbol
[RD74] Any symbol whose meaning is specifically defined for the game.

Suspension of Disbelief
[JM99] The willing (and often unconscious) decision not to question too closely assumptions underlying the gameworld in which one is playing, eg. allowing the existence of magic, or the ability of a secret agent to shoot his way through a small army of enemy agents. (Role Playing Games term)

Symbolic Structure
[RD74] The contrived symbolism employed in the game.

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