Retention rate -
Description
Measure for number of user that keep playing the game with a set timeframe; D1 after a day, D7 after a week, D30 after a monthUse
Monetization termMUD -
Description
Multi user dungeonMMO -
Description
Massively multiplayer online game, a video game that can be played by many people simultaneouslySoak testing -
Description
Leaving a game running for an extended period without any user interaction in the various modes. Objective to find memory leaks and errors that manifest over time.Use
Monetization termAlpha -
Description
Key gameplay is implemented in the game and the game is playableIPMs -
Description
Installs per Mille. It is a metric that is used to track the number of app installs per thousand ad impressions.Use
Monetization termIAP -
Description
In-app purchasesUse
Monetization termPre-production -
Description
Idea and concept phase of the developmentEaster egg -
Description
Hidden jokes, references or itemsCasual -
Description
games designed to appeal to a larger audience. Typically simpler gameplay and shorter play sessionsTurn base -
Description
Game where player play one after another. Usually time based.First playable -
Description
First version of a game that has the essential game play featuresSmoke testing -
Description
Fast, shallow test i.e. playing through a level to see it can be completed and that there are no obvious bug/issuesUse
TestingBug -
Description
Error or flaw in the gameDAU -
Description
Engagement metric, Daily active usersTest case -
Description
Description of a test. A set of action, input and the desired outcomeUse
TestingAffect modeling -
Description
Creating a computational model of affect; affect is the experience of an emotionUse
Player ExperienceCPI rate -
Description
Cost per installsUse
Monetization termBug fix -
Description
Correction of a bug, flaw in the gamePorting -
Description
Converting a game to run on a different platform than it was originally made for.CVR -
Description
Conversion Rate = (Total number of initial event in the app / total number of desired event conversions) x 100Use
Monetization termNerf -
Description
Change that reduces the effectiveness or desirability of an game element. opposite of buffPTR / Public Test Realm or region -
Description
Beta testing service open to a large number of player to test new features. Separate part of the game/ specific test serversCustomer Lifetime Value -
Description
Average revenue per user X average customer lifespanUse
Monetization termARPPU -
Description
Average Revenue Per Paying UserUse
Monetization termARPDAU -
Description
Average Revenue Per Daily Active UserUse
Monetization termARPU -
Description
Average revenue per UserLoad testing -
Description
Testing the limits of a system.Use
TestingBuff -
Description
Adjustment where a game element is increased in power. Opposite of nerfHeadless client -
Description
A version of the game that can run without graphic used for running fast simulation of a game.Theory of flow -
Description
A theory from psychologist CsĂkszentmihályi that views flow as the state of happiness. When in "flow" a person is fully immersed (aka in the zone).Use
Game Design, Player experienceGame design document -
Description
A structured document describing the game design used as a reference point for developmentSpeed Run -
Description
A speed run is a play-through, or a recording thereof, of a whole video game or a selected part of it (such as a single level), performed with the intention of completing it as fast as possible.Real time strategy -
Description
A genre of strategy games in real-time in contrast to turn-based strategy games. Example: StarCraftRoguelike -
Description
A dungeon crawler with procedurally generated levelsMMORPG -
Description
Massively multiplayer online role-playing gameNegative test -
Description
Testing with invalid input data / abnormal behavior.Use
TestingPositive test -
Description
Testing with valid input data / normal behavior.Compatibility testing -
Description
Testing on different hardware and software to see if the game acts the same in different configurations.Functionally testing -
Description
Testing if the game plays as intended. Regular game testing, regression testing, smoke testing, acceptance testing.Use
TestingBeta testing -
Description
Testing in the first 'publically' available version with players.Ad hoc testing -
Description
Testing (exploratory) without a define plan or documentation, meaningful if the tester already has a good understanding of the game.Use
TestingLocalization testing -
Description
Test focused on ensuring the quality of localization / translation.Use
TestingAAA or triple A -
Description
Term used for large scale game studios, no fixed definition sometime it refers to the size of the company, or the scale of the productions, marketing budgets or game type.Code release -
Description
Stage where most bugs are fixed an the game is ready for release or submission to platform holderAgent -
Description
Someone or something that acts. In a game context, this is either a human or an AI agent, that for example plays a game of builds levels.Multiplayer testing -
Description
Testing with multiple player to investigate issue that may occur when multiple players are playing.Use
TestingSim -
Description
Simulation game.Release candidate -
Description
Version of the game ready for shipping.AI-assisted game design -
Description
Using AI for assisting the game design process.Use
Game DesignUA -
Description
User acquisition, getting new playing into the game.Game feel -
Description
The tactile sensation experienced when interacting with a gameGameplay -
Description
The implementation of the rules and features of the game.Exploratory testing -
Description
Testing without a set plan of actions, without a formal test plan.Use
TestingCrunch time -
Description
Working overtime to make the game ready for release.Compliance testing -
Description
Testing to ensure that the game meets the requirements of e.g. game platform holders. Typically based on platform holder's checklists / guidelines.Noob -
Description
Short for newbie, new inexperience player.MAU -
Description
Engagement metric, Monthly active users.Use
Monetization termFirst person shooter -
Description
Shooting game seen from first person view.ROAS -
Description
Return On Advertising Spend, calculated by divided revenue by advertising costs.Regression testing -
Description
Retesting unchanged part of the game to ensure functionally still work after changing or building new parts of the game.RPR -
Description
Repeat Purchase Rate = Purchases from existing customers / total purchasesUse
Monetization termPCG -
Description
Procedural content generation. Content like levels or game assets are made algorithmically, making the precise outcome unpredictable for or adaptive to the player.Code Freeze -