
Cover image by Aziz Acharki
Glossary of Common Terms
Game Development & Design
- Procedural Generation: A method of creating data algorithmically as opposed to manually, often used in games to generate complex environments, levels, or scenarios dynamically.
- Emergent Gameplay: When complex behaviours or strategies arise from simple game mechanics, often surprising even the designers.
- Ludonarrative Dissonance: A conflict between a video game’s narrative and its gameplay mechanics.
- Metagame: Strategies or techniques that go beyond the basic rules of the game, often involving community knowledge or "game-breaking" tactics.
- Crunch Time: The intense period of extended work hours near a project's deadline, often criticised in the industry for its negative impact on mental health.
- Game Jam: An event where developers come together to create games within a short time frame, typically 24-72 hours.
- Sandbox Game: A type of game where players have the freedom to explore, create, and interact with the game world without predefined goals or restrictions.
Economics & Game Theory
- Pareto Efficiency: A situation where no individual can be made better off without making someone else worse off, often discussed in economics and game theory.
- Nash Equilibrium: A concept in game theory where no player can benefit by changing their strategy while the other players keep theirs unchanged.
- Prisoner’s Dilemma: A standard example of a game that shows why two completely rational individuals might not cooperate, even if it appears that it is in their best interests to do so.
- Externalities: A side effect or consequence of an activity that affects other parties without being reflected in the costs of the goods or services involved.
- Public Goods: Products that are non-excludable and non-rivalrous, meaning they can be consumed by many people without being depleted.
- Opportunity Cost: The loss of potential gain from other alternatives when one option is chosen.
- Utility: A measure of satisfaction or value derived from the consumption of goods and services.
Philosophy & Personal Development
- Existentialism: A philosophy that emphasises individual existence, freedom, and choice, often exploring the meaning of life.
- Stoicism: A philosophy teaching the development of self-control and fortitude as a means to overcome destructive emotions.
- Neurodiversity: The concept that differences in brain functioning, like autism and ADHD, are normal variations of human diversity and should be respected as such.
- Socratic Method: A form of cooperative argumentative dialogue to stimulate critical thinking and to draw out ideas and underlying presumptions.
- Hedonic Treadmill: The observed tendency of humans to quickly return to a relatively stable level of happiness despite major positive or negative events.
- Cognitive Dissonance: The mental discomfort experienced by a person who holds two or more contradictory beliefs, values, or ideas.
- Absurdism: The belief that human beings exist in a purposeless, chaotic universe, often associated with existential philosophy.
Anti-Capitalism & Anti-Consumerism
- Planned Obsolescence: A business strategy in which the obsolescence of a product is planned and built into it from its conception, often criticised in anti-consumerism.
- Late Stage Capitalism: A term used to describe absurdities and injustices in the capitalist system, often highlighted in critiques of wealth inequality and corporate behaviour.
- Neoliberalism: A political-economic philosophy advocating for free-market capitalism, deregulation, and reduction in government spending.
- Brand Loyalty: The tendency of consumers to continue buying the same brand's products over time, often cultivated through marketing strategies that can be criticised as manipulative.
- False Scarcity: The intentional restriction of a product's availability to increase demand and drive up prices, often seen as a manipulative business practice.
- Greenwashing: The practice of making misleading claims about the environmental benefits of a product, service, or company practices.
- Conspicuous Consumption: The purchase of goods or services for the specific purpose of displaying wealth and status rather than for their practical value.
- Commodity Fetishism: A Marxist concept where the social relationships involved in production are obscured by the relationships between people and commodities.
Mental Health & Personal Life
- Masking: The practice of concealing one’s true self to conform to social expectations, often discussed in the context of neurodiversity.
- Burnout: A state of emotional, physical, and mental exhaustion caused by prolonged stress, often associated with overwork and lack of support.
- Executive Dysfunction: Difficulty in managing and regulating thoughts and actions, commonly experienced by people with ADHD and other neurodivergent conditions.
- Imposter Syndrome: The persistent fear of being exposed as a “fraud” despite evident success, often experienced by high-achieving individuals.
- Emotional Labor: The process of managing feelings and expressions as part of a job, often unrecognized and uncompensated, leading to stress and exhaustion.
- Hyperfocus: An intense form of concentration on a particular task, often experienced by people with ADHD.
- Anxiety: A feeling of worry, nervousness, or unease, typically about an imminent event or something with an uncertain outcome.
- Depression: A common mental disorder characterized by persistent sadness, lack of interest, and a variety of emotional and physical problems.
Miscellaneous
- Gamification: The application of game-design elements in non-game contexts, such as education or marketing, to engage and motivate people.
- Cognitive Load: The amount of mental effort being used in the working memory, often discussed in terms of how game mechanics or user interfaces impact the player.
- Survivorship Bias: The logical error of focusing on successful entities while ignoring those that failed, often leading to overly optimistic conclusions about strategies or behaviors.
- FOMO (Fear of Missing Out): The anxiety that an exciting or interesting event may currently be happening elsewhere, often exacerbated by social media.
- Deus Ex Machina: A plot device where a seemingly unsolvable problem is suddenly resolved by an unexpected and unlikely occurrence, often seen as a narrative flaw.
- Cyberpunk: A subgenre of science fiction that focuses on a dystopian future with advanced technology and a breakdown of social order.
- Solarpunk: A literary and artistic movement that envisions a future where environmental sustainability and social justice are core values.
- Post-Scarcity: A hypothetical economy in which most goods can be produced in great abundance with minimal human labor, making them freely available to all.