Glossary
Here is a glossary of terminology used on this website.
E
Element
Game element
Relevant to gameplay.
See Game element.
Graphical element
Relevant to output system.
An element that makes the GUI, such as:
- Button.
- Checkbox.
- Combo box.
- Context menu.
- Cursor.
- Data grid.
- Dialogue box.
- Drop-down list.
- Image.
- Drawing and painting.
- Icon.
- Photo.
- List box.
- List builder.
- Menu.
- Pie menu.
- Radio button.
- Scrollbar.
- Search box.
- Slider.
- Spinner.
- Tab.
- Text block.
- Text box.
- Tooltip.
- Window.
Endurance race
Relevant to gameplay.
An event type that assesses the resilience of participants and vehicles. An endurance race spans a significantly greater distance than any other type of race, necessitating prolonged driving and increasing the likelihood of crashes.
Engagement
Relevant to gameplay.
The act of participating in a game.
Environment
Natural environment
Relevant to level design.
An area of a level in a game that represents a natural place in the real world, for example:
- Canyon.
- Cave.
- Desert.
- Forest.
- Jungle.
- Meadow.
- Mountains.
- Ocean.
- Park.
- Sea.
- Swamp.
Urban environment
Relevant to level design.
An area of a level in a game that represents a man-made place in the real world, for example:
- Dock.
- Municipal park.
- Settlement.
Event type
Relevant to gameplay.
A game mode in specific game genres. For instance, in racing games, there can be various event types, such as:
Experience
Emotionally engaging experience
Relevant to business.
Experience, where a player remains focused and engaged in a game, preventing any desire to quit. This feeling is strengthened by participating in activities, like the ones mentioned here.
Gameplay experience
Relevant to business.
Experience of a player while engaging in a game.
Interactive experience
Relevant to business.
Experience during which a player interacts with a game by providing inputs from one or more input devices.
Virtual experience
Relevant to rewards.
A reward that measures the player character‘s experience and progression through a game.
Also EXP or XP.
Experience point
Relevant to rewards.
A measurement unit employed by a game to quantify the virtual experience of a player.
Exploration
Relevant to level design.
The act of traveling to a destination or exploring a location within a game world.
Explosive
Relevant to gameplay.
An object capable of initiating explosions, such as a bomb, grenade, or mine.
Exposure
Relevant to output system.
The amount of light which reaches the player camera.
Eyewear
Relevant to rewards.
Accessories worn on or over the eyes, such as contact lenses, glasses, or sunglasses.