Introduction to Game Design and History

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This set of vocabulary flashcards covers key terms, theorists, and concepts from the lecture notes on game design history, industry roles, and development processes.

Last updated 10:24 PM on 7/24/26
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29 Terms

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Game Design

The creation of an experience that a player undergoes.

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Ludology

The study or theory of games; in English, the term Game Studies is often used specifically for video games.

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Play (Lazarus' definition)

A free, aimless, unbound, and self-satisfied activity described as a movement that returns to itself.

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Agon

One of Roger Caillois' four basic forms of play, referring to competition.

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Alea

One of Roger Caillois' four basic forms of play, referring to chance.

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Ilinx

One of Roger Caillois' four basic forms of play, referring to vertigo or a 'rush'.

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Mimikry

One of Roger Caillois' four basic forms of play, referring to masking or role-playing.

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Paidia

Free, rule-less, and unbridled joy in play as defined by Roger Caillois.

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Ludus

Artificially structured and rule-bound play as defined by Roger Caillois.

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Game (Salen/Zimmerman definition)

A system in which players enter an artificial conflict, determined by rules, that ends in a quantifiable outcome.

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Serious Games

Games developed with a clear purpose other than pure entertainment, such as for education or training.

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Trading Card Games (TCG)

A genre where each player brings their own set of cards (deck) from a collection into the match.

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Tabletop Games

Originally complex simulation games with terrain and figures that evolved from Prussian wargaming.

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Game Mechanics

A description of a game process that relates game materials and players to one another.

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Magic Circle

The framework of a game that separates it from 'normal reality,' which players enter voluntarily while submitting to the game's rules.

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Trash-Talk

Communication behavior adopted from sports where exaggeration, metaphors, and wordplay are used to psychologically influence an opponent.

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Pen & Paper

An expression used for role-playing games or prototypes indicating a haptic, physical product rather than a digital one.

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First-Person-Shooter (FPS)

A video game genre defined by the camera perspective looking through the eyes of the avatar and the option to aim and shoot with a weapon.

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Virtual Reality (VR)

The representation of games where the player finds themselves inside the game environment and perceives it as reality.

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Augmented Reality (AR)

A computer-supported expansion of reality, usually involving visual overlays of digital content.

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Game Engine

A software environment with tools for game development where audio-visual content is processed into a game sequence.

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Pacing

The tempo or rhythm at which the game events occur for the player.

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Vision Keeper

A role, often held by the lead designer or producer, who ensures that the core ideas of the game concept are maintained throughout development.

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Stage-Gate-Process

A standardized process model for software production that divides development into different phases with approvals by stakeholders.

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Vertical Slice

A section of the core game in final quality used to test a shortened but final game experience before full production.

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Mastery

The point at which a game no longer represents a challenge because the player has fully mastered the required skills.

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Flow

A state of extreme focus and self-control, identified by Mihaly Csikszentmihalyi, where the player is ideally challenged.

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LTV (Lifetime Value)

The average total revenue expected from a player during their entire time playing the game.

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CAC (Customer Acquisition Cost)

The costs associated with acquiring a new customer or player.