Serious game and business glossary


Here you find some of the keywords concerning serious games, gamification and business.



Browse the glossary using this index

Special | A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z | ALL

A

Appplied game

A synonym for serious game. Have a look at Serious game.

Augmented reality

The integration of digital information with the user's environment in real time. Unlike virtual reality, which creates a totally artificial environment, augmented reality uses the existing environment and overlays new information on top of it.

B

Business area

A part of a company's operations. Examples of business areas include product lines, subsidiaries, and branch offices.

Business model

Describes how a company is structured and its methods for maximizing revenues and profits.

Business strategy

Describes how the company will engage competitors, identify and segment customers, and respond to the actual market environment. 

C

Characterizing goal

An additional goal of a serious game in addition to entertainment goal.

Co-branding

An arrangement that associates a product with someone other than the principal producer.

Concept document

A high-level document with a purpose to deliver the main ideas of the game concept. It is also used when seeking funding for the game development.

Crowdfunding

A form of crowdsourcing meant to source funds from a crowd.

Crowdsourcing

The process of obtaining needed services, ideas, or content by soliciting contributions from a large group of people, and especially from an online community, rather than from traditional employees or suppliers.

D

Delivery channel

A synonym for distribution channel. Have a look at Distribution channel.

Delivery model

This term is closely related to software. Delivery model refers to the approach taken to deliver software. Typical delivery models are on-premises software, hosted software, Software as a Service (SaaS) and application stores.

Design document

The game design document (GDD) is a highly descriptive living design document of the design for the game. Game design document is created and edited by the development team and it is primarily used in the game industry to organize efforts within a development team.

Distribution channel

The path through which goods and services travel from the vendor to the consumer or payments for those products travel from the consumer to the vendor.


Distributor

An organisation or individual distributing the product or service.

E

Ecosystem

The digital ecosystem of a business is the combination of all relevant digital touchpoints, the people that interact with them, and the business processes and technology environment that support both.

Educational game

A subgroup of serious games, mainly targeted to formal educational sector from elementary schools to higher education, vocatioanal training, and collaborative workplace training.

Entertainment game

A game that is designed to give pleasure to the player while the player is actively involved in game activities.

F

Funder

An organisation or individual funding the development and/or the business initiatives of, for example, company, startup, project, program, research or development.

Funding

The act of providing financial resources, usually in the form of money, or other values such as effort or time, to finance, for example, a project, a program, a research, a startup or a development.

G

Game

A form of art in which participants, termed players, make decisions in order to manage resources through game tokens in the pursuit of a goal. Games always base on rules which is the main difference between the game and the play.

Games as a Service

A special type of Software as a Service model. Game is a software as long as it is a computer game. Have a look at Software as a Service (SaaS).

Gamification

The concept of applying game mechanics and game design techniques to engage and motivate people to achieve their goals.

Gamified application

An application that has been developed from the point of view of gamification. Have a look at Gamification.

Gamified learning

Learning that is based on gamification. Have a look at Gamification.

H

Hardware platform

A set of compatible hardware on which software applications can be run.

L

Learning game

A subgroup of serious games, mainly used to address informal learning whereas educational games focus on formal learning in dedicated educational institutions. Have a look at Educational game.

Leisure game

A synomym for entertainment game. Have a look at Entertainment game.

M

Market

One of the many varieties of systems, institutions, procedures, social relations and infrastructures whereby parties engage in exchange.

Market area

A geographic region where a specific good or service is offered for sale.

Market region

A synonym for market area. Have a look at Market area.

Market segment

An identifiable group of individuals, families, businesses, or organizations, sharing one or more characteristics or needs in an otherwise homogeneous market.

Marketing channel

The path from vendor to the consumer of a company’s goods and services, flowing in one direction.

Monetization

Converting non-revenue generating assets into sources of revenue. In economic terms, monetization means conversion of any event, object or transaction into a form of currency or something with transferable value.

P

Platform

In the case of computer systems, platform can mean different things like, for example, hardware platform or software platform. Have a look at Hardware platform and Software platform.

Play

An intrinsically motivated human activity without explicit rules.

Playful application

An application that consists of play or fun.

Playful learning

Using play activities to immerse ourselves and learn.

Producer

A game producer is the person in charge of overseeing and funding development of a game.

Prototype

A game prototype represents the game core game mechanics on an abstract level, and the rule system of the game without narrative, audio and visual overlays with digitized interfaces. Prototypes are used as a qualitative and iterative tool at different levels of development in various design fields.

Publisher

An organisation or individual publising the product or service that have been developed either internally or together with developer.

R

Revenue logic

A synonym for revenue model. Have a look at Revenue model.

Revenue model

A description of how a business will earn income, produce profits and generate a higher than average return on investment. In business, a revenue model is generally used for mid and long-term projections of a company's profit potential and operation. A key component of business model.

S

Serious game

A game designed for any purpose rather than entertainment. The line between serious game and entertainment game is thin because many entertainment games can be used for non-entertainment purposes which in a sense makes those suitable for serious gaming. Some entertainment games are published as serious editions like, for example, business edition, educational edition etc.

Simulation

An environment that is close to real life and designed for skill transfer to the real world.


Software as a Service (SaaS)

A software licensing and delivery model in which software is licensed on a subscription basis and is centrally hosted.

Software platform

A software environment that is used to write applications and run them.

V

Value chain

A string of companies working together to satisfy market demands. The value chain typically consists of one or a few primary value (product or service) suppliers and many other suppliers that add on to the value that is ultimately presented to the buying public.

Virtual reality

A computer-generated environment or reality that is designed to simulate a person’s physical presence in a specific environment that is designed to feel real.

Virtual world

A computer-generated environment that is designed and shared by individuals so that they can interact in a custom-built, simulated world.