Glossary
Gaming glossary
Players speak their own language, and parents — and sometimes players themselves — can find it hard to follow. We have collected the words that come up most often in game descriptions, in settings and in conversation, and explained them without jargon.
A word you understand takes away half the worry. Knowing what a loot box is helps more than simply being afraid of it.
How this section works: terms are explained in plain words and split into three groups — genres and formats, mechanics, online play and chat. The definitions are general and apply to most games.
Genres and formats
- Casual game
- A game with simple rules and short matches, designed for a wide audience, including people who do not play often.
- Puzzle game
- A game where the main thing is solving a problem: completing a pattern, finding a path, arranging objects. It usually does not require quick reflexes.
- Roguelike
- A format in which each attempt starts from scratch and the levels change from run to run. Runs are short, but it is easy to replay them again and again.
- Sandbox
- A game without a fixed storyline, where you set your own goals: building, exploring, experimenting.
- Cosy game
- A calm game with no defeats or rush: gardening, decorating, unhurried journeys.
- Episodic game
- A story divided into episodes or chapters, each of which can be finished in a single evening.
- Party game
- A game for a group with short rounds and simple rules, designed for laughter and socialising around one screen.
Mechanics
- Save
- A record of your progress that you can return to later. It can be manual, when you save yourself, or automatic.
- Checkpoint
- A point from which the game continues after a failure or after you quit. Progress between checkpoints may be lost.
- Loot box
- A pack with random contents that you earn in the game or buy. Parents should know about it because you cannot tell in advance what will be inside.
- In-game currency
- Virtual game money that real money or earned rewards are exchanged for. It makes it harder to see how much has actually been spent.
- Daily quest
- A small task that refreshes every day and gives a reward for logging into the game regularly.
- Battle pass
- A seasonal reward system: by completing tasks, you unlock new items until the season ends.
- Difficulty level
- A setting that determines how hard the game is. It can usually be changed during play without losing progress.
Online play and chat
- Co-op
- A mode in which players work together against the game rather than against each other. It can be online or local.
- Split screen
- A mode in which the screen is divided into parts and each player sees their own view. It lets two people play on one device.
- Voice chat
- Talking by voice with other players during the game. It can usually be limited to friends or switched off.
- Friends list
- The list of people you have added on a service. It makes it easier to meet up in a game and to limit chat to people you know.
- Matchmaking
- Automatic online matching with opponents or teammates, usually with similar playing experience.
- Family profile
- A child's account linked to an adult's account, through which limits on time, purchases and chat are set.
Read next
- Mechanics
Saves, difficulty, in-game purchases, loot boxes, daily quests and online chat, explained in plain words.
- Games
A catalogue of formats and genres: half-hour games, episodic stories, co-op, cosy games and games for the whole family.
- Questions
Answers to questions about the magazine, gaming time, habits, children and family settings.
- Guides
Guides for life alongside games: an evening with friends, playing with a child, coming back after a break. Plus our article catalogue.
What we rely on
- PEGI — about the system
- ESRB — about the system
- Manufacturers' family-settings guides
We write about general principles and habits. Menus, modes and family settings work differently in each game and service and change with updates, so check the details in the official help pages.