Reference library

Gaming glossary

Plain-language explanations of common gaming terms, mechanics, technical concepts and abbreviations.

A–C

AAA game

A large-budget commercial game usually produced and marketed by a major publisher.

Accessibility settings

Options that adjust controls, audio, visuals, difficulty or interface behaviour.

AoE

Area of effect. An attack or ability that affects multiple targets in a defined area.

Build

A planned combination of skills, equipment, attributes or abilities.

Checkpoint

A saved progress point used after failure, death or interruption.

Cooldown

The waiting period before an ability, item or action can be used again.

D–H

DLC

Downloadable content released for an existing game.

DPS

Damage per second, or a combat role focused on dealing damage.

Early access

A purchasable version released before development is complete.

Endgame

Content intended for players who completed the main progression.

FPS

Frames per second or first-person shooter, depending on context.

Hitbox

An invisible area used to determine whether an attack or collision connects.

I–M

Indie game

A game created outside a major-publisher production structure.

Input lag

The delay between control input and the on-screen response.

Live-service game

A game designed for continuing updates, events and content.

Loot

Items, equipment, resources or rewards obtained through play.

Meta

The strategies or builds currently considered most effective.

Microtransaction

A purchase made inside a game.

N–Z

NPC

A non-player character controlled by the game.

Nerf

A change that reduces the strength of an item, ability or character.

Patch

A software update used to fix issues, adjust balance or add content.

RNG

Random number generation used for unpredictable outcomes or drops.

Speedrun

An attempt to complete a game or objective as quickly as possible.

XP

Experience points used to increase a level or rank.

Glossary index