Glossary
Here is a glossary of terminology used on this website.
I
Icon
Relevant to output system.
A small graphical element that signifies its meaning through its shape.
Immersion
Relevant to gameplay.
The act of being fully engaged in participating in a game.
Impairment
Relevant to accessibility.
A condition, illness, or injury that makes it hard to play a game
Hearing impairment
Relevant to accessibility.
A condition characterized by a decrease in the ability to perceive and process auditory stimuli.
Motor impairment
Relevant to accessibility.
A limitation in the capacity to manipulate the entirety or specific portions of a player’s body.
Visual impairment
Relevant to accessibility.
A condition that causes a decrease in visual acuity or clarity.
Implementation
Relevant to development.
The realization of an idea or design.
Input
Relevant to control system.
Information sent from a player to a game via an input device.
Input device
Relevant to control system.
A hardware device that enables players to influence gameplay by providing inputs to a platform on which the game is running. Here are some examples of input devices:
- Computer mouse.
- Keyboard.
- Gamepad.
- Joystick.
- Touchscreen.
- Motion controller.
- Steering wheel.
- Throttle quadrant.
- Yoke handle.
- Rudder pedals.
- Flight switch panel.
- Flight radio panel.
- Autopilot controller.
- Throttle.
- Gear shaft.
- Light gun.
- Virtual reality headset.
Instructions
Relevant to output system.
The information that provides guidance on the actions that a player must perform.
Infantry
Relevant to gameplay.
Soldiers who engage in ground combat on foot.
Infiltration
Relevant to gameplay.
Tactics that enable players to advance into enemy territory without being confronted by the enemy.
Interaction
Relevant to gameplay.
A situation in which a player provides an input to a game.
Inventory
Relevant to gameplay.
A catalog of possessions owned by a character.
Iteration
Relevant to development.
The performance of a single task within a series of tasks.
Itinerary
Relevant to level design.
The path taken during a voyage through a game world.