Glossary of Game Concepts

So few books, so much time to read!
Our curated list of topics related to games
So few books, so much time to read!

This glossary lists an array of concepts that are of interest to any game player.

An overview of this glossary

We spend a lot of time thinking about how games work (or don’t), and what makes them tick (or fizzle). The below list is a collection of terms that are directly related to games of all kinds. By that we of course include board games (our favorite!), but also many video games, athletic games, and games we play in the “real” world of politics, business and life in general.

The glossary terms are listed alphabetically, and the highlighted ones link to a dedicated article that includes a more in-depth exploration of the topic. Over time, we plan to write articles for each of these terms.

Please reach out to us if you have any suggestions for terms we should consider adding to the list.

Terms

Barriers to entry

Obstacles that prevent or make it difficult for a player to proceed along a given path

Bartering

A form of trading in which players exchange non-monetary goods with one another

Bidding

A process of competitively offering a given amount of resources with aim of collecting something in exchange

Bluffing

A type of signaling in which a player attempts to convince others that their situation is better or worse than it actually is

Conflict

A state in which players take actions that may harm one another because their objectives are not aligned

Cooperation

A scenario in which players jointly make decisions that benefit them both

Coopetition

A scenario in which players must cooperate with one another while still competing in the wider context of the game

Cost-benefit analysis

A process in which a player compares the relative costs and apparent benefits among various available choices

Deception

A strategy of taking actions in a way that is intentionally meant to confuse or mislead one’s opponents

Demand elasticity

A measure of the variability in the amount a player is willing to pay for a good

Diminishing marginal returns

A principle which states that the incremental usefulness of additional units of an acquired resource decreases as more resources are obtained

Economies of scale

A scenario in which a resource becomes less costly to produce as more overall units of it are made

Economies of scope

A scenario in which several different resources that make use of a common base resource collectively become less costly as more combined units are made

Efficiency

A measure of how impactful a given number of resources or decisions are in advancing the position of a player

Exploiting weakness

The act of making choices that cause a player to benefit from weaknesses displayed by another player

Externalities

Secondary outcomes affecting others that result when a player takes an action

Fairness

A quality of gameplay in which the progress and outcomes of gameplay make sense to an unbiased observer

Favoritism

The act of giving preferential treatment to another player in a way that may seem unfair to a neutral observer

First mover advantage

The benefit received by a player by being the first to take a given path or make a particular decision

Foresight

The skill of considering multiple possible future choices that may be taken by a player or by one’s opponents

Free rider problem

A scenario in which someone benefits from a commonly held resource without paying for it

Game mechanics

The various relationships between game rules and components

Game theory

A field of mathematics that explores the rationality of decisionmaking within rules-based scenarios

Game within a game

A task embedded within a game that may itself be thought of as its own game, complete with rules, objectives and outcomes

Handicapping

A way to reduce or eliminate disparities between players of different abilities or skill levels

Hoarding

The act of amassing a resource, possibly for later use or to deny other players access to it

House rules

Rules made to alter gameplay from the standard method or remove ambiguity when the given rules are not clear

Imperfect competition

A scenario in which various parties vie against one another, but some parties benefit from advantages not shared by the others

Incentivization

An element or outcome that is present to motivate a player to make a given action

Information Asymmetry

A situation in which various players do not have access to the same information at the time of making a decision

Intrinsic vs extrinsic value

The difference between value derived from something’s innate qualities versus the importance we assign it

Mercy

The act of taking an action that benefits another player in distress, possibly at the cost of one’s own position

Monopoly

Complete control by a single entity of a resource’s ownership or utilization

Moral hazard

A circumstance in which a player takes actions without concern for the consequences of those actions

Nash equilibrium

A way of conceptualizing a game in which all players have achieved optimal outcomes for themselves provided that no one else changes their position

Obfuscation

The act of masking one’s true objectives by making choices that mislead others

Opportunity cost

The cost associated with the elimination of previously available options once a given choice has been made

Pattern recognition

The skill of identifying, creating and exploiting patterns within gameplay

Playtesting

A process of playing a game during the design phase in order to find flaws and test gameplay

Principal-agent problem

A scenario in which a representative of a group takes actions while pursuing priorities that may be at odds with the best interests of the group

Private vs public goods

Resources that are only available to specific players versus resources that are collectively held or accessed

Randomness

Disorder in one or more elements of gameplay that increase uncertainty

Ranking

A way to gauge the relative skill of various players by taking into account their past performance

Rationality

A scenario in which a player’s actions are intentionally chosen to further their interests

Risk

The possibility that things could go poorly by making a given choice

Roleplay

A process in which a player assumes the identity of a character within the game

Sabotage

A scenario in which a player takes an action that undermines the position of another player

Scarcity

A scenario in which a limited number of units of a given resource is available

Signaling

One or more actions that when viewed from outside indicate a player’s intentions

Strategy

The overall set of decisions and modes of thinking a player uses in gameplay

Sunk cost

Resources that have been spent on pursuing a given path

Supply and demand

A description of the availability of resources and the drivers of its consumption

Suspension of disbelief

The act of leaving aside the notions of the real world during gameplay and engrossing oneself in the scenario presented by the game

Ties and tiebreakers

An outcome in which two or more players reach the same result, and efforts to identify a winner among equals

Time pressure

The role of time in dictating the speed at which players make decisions and act

Tragedy of the commons

A scenario in which a public good becomes damaged or destroyed because various players take actions without regard for preserving the public good

Outright vs moral victory

The difference between winning and (usually) losing but while acting honorably

Utility

A measure of the usefulness of a given resource or action for a player

Wealth inequality

The difference between groups which have ample access to resources and those which do not

Wildcards

A game element that introduces a form of randomization into gameplay

World-building

The process of creating the scene and context in which a game will be played

Zero-sum game

A scenario in which the advantage received by one player is equal to the disadvantaged suffered by another player