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Gaming Glossary

Plain-language definitions of the gaming terms you meet when buying consoles, games and digital codes in Egypt, from PSN regions and eShop cards to open-sealed boxes and pre-orders.

Display & performance

ALLM (auto low latency mode)

ALLM stands for auto low latency mode. When a console starts, the television detects it and switches itself into game mode, disabling the picture processing that causes input lag. When you switch to a film, it reverts.

It needs HDMI 2.1 and has to be enabled in the TV settings, where it usually ships off. Worth finding: it saves you changing picture modes by hand every time.

Response time (monitors)

Response time is how quickly a pixel changes from one colour to another, measured in milliseconds. Slow response causes ghosting — a faint trail behind moving objects.

It is often confused with input lag, but they are different: response time is about the image, input lag is about the delay from your controller. A 1ms monitor can still feel sluggish if its input lag is high.

Manufacturers quote best-case figures, so treat the number as an indication rather than a measurement.

Screen tearing and V-Sync

Screen tearing is when the top and bottom of the image show different frames, producing a visible horizontal split during movement. It happens when the game and the screen are out of step.

V-Sync fixes it by forcing the game to wait for the screen, which removes tearing but adds input lag and can cause stutter when frames are missed.

VRR is the better solution: the screen matches the game instead of the other way round, so there is no tearing and no added delay.

Teraflops

A teraflop is a trillion floating-point operations per second — a measure of raw graphics throughput. Consoles quote it because it is a single big number that sounds decisive.

It is not. Real performance depends on memory bandwidth, the SSD, the CPU, cooling and how well a game is optimised. Two machines with similar teraflops can perform very differently, and consoles from different manufacturers cannot be compared this way at all.

Useful within one family, misleading across families.

Hardware & platforms

Backward compatibility

Backward compatibility means a console can play games made for an earlier one. It protects a library you already own when you upgrade.

Support varies a lot: Xbox Series X and S reach back several generations, PS5 covers PS4 but not PS3, and Switch 2 plays almost the entire original Switch library.

See our full guide for what each console plays and what it means when choosing.

CPU

The CPU is the general-purpose processor. In a game it handles the logic: enemy behaviour, physics, the world simulation and preparing work for the graphics card.

Most games are limited by the GPU, not the CPU — which is why a graphics card upgrade usually helps more. But some are CPU-limited: strategy games with thousands of units, simulations, and competitive shooters running at very high frame rates.

On consoles the CPU and GPU sit on one custom chip designed to work together.

Haptic feedback and adaptive triggers

Haptic feedback is more precise than old-style rumble. Instead of a motor buzzing, it can reproduce textures and small distinct sensations — rain on a surface, footsteps on gravel, a string being pulled.

Adaptive triggers change their resistance as you press. A bowstring gets harder to pull, a faulty weapon jams, a car''s brake feels heavy.

Both are PS5 DualSense features, and support varies by game. They also work on PC, best over a USB cable rather than Bluetooth.

NVMe

NVMe is the protocol modern SSDs use to talk to a computer. It connects over PCIe and is built for flash memory, unlike the older SATA standard which was designed for spinning drives.

The difference is large: an NVMe drive is many times faster than a SATA SSD, which is itself far faster than a mechanical drive.

This is why consoles require NVMe specifically. A PS5 expansion drive must be PCIe Gen4 NVMe — a SATA M.2 drive looks similar but will not work.

System updates and firmware

System software is the console''s operating system; firmware is the low-level code in the hardware itself, including controllers and disc drives.

Updates bring security fixes, new features, stability improvements and support for new accessories. Skipping them eventually blocks online play, since most services require a current version.

Two practical notes: never turn a console off mid-update, and pause downloads while playing online — a background system update will ruin a match.

Gaming terms

AAA vs indie games

What the labels mean, what each kind does well, and why the middle ground is shrinking.

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Battle pass

How a battle pass works, what happens when a season ends, and whether it is worth buying.

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Cross-gen and free upgrades

What cross-gen games are, how free upgrades work, and the traps that stop an upgrade working.

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Cross-play

What cross-play means, whether PS5 and Xbox players can play together, and how it differs from cross-progression.

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Cross-save and cross-progression

What cross-save and cross-progression mean, how they differ from cross-play, and their limits.

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DLC

What DLC is, the different kinds, and whether it is included when you buy the game.

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Early access

What early access means, the risks of buying an unfinished game, and how to judge one.

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Esports

Competitive gaming as an organised sport, and what it takes to take part.

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Free-to-play and pay-to-win

What free-to-play means, how these games make money, and where the line into pay-to-win sits.

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Game editions: Standard, Deluxe, Ultimate

What separates Standard, Deluxe and Ultimate editions, and which one is actually worth buying.

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GOTY edition

What a Game of the Year edition contains, and why it is often the smartest way to buy an older game.

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Microtransactions

What microtransactions are, the different kinds, and how to stop unwanted in-game purchases.

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Ping, latency and servers

What ping measures, what counts as good, and the things that actually reduce it.

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Remaster vs remake

The difference between a remaster and a remake, and what each one is worth paying for.

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Season pass

What a season pass buys you, how it differs from a battle pass, and when it is worth the money.

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Trophies and achievements

What trophies and achievements are, how the systems differ, and why people chase them.

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Difficulty modes

Difficulty modes adjust how hard a game is — usually enemy damage, enemy health, how much you can take, and sometimes AI behaviour.

Modern games increasingly offer finer control: separate settings for combat and puzzles, aim assistance, or the option to skip a section entirely. These are accessibility features as much as difficulty ones.

Worth saying plainly: picking a lower difficulty is not cheating. A game you enjoy on easy is better than a game you abandon on hard.

Live-service games

A live-service game is built to be played indefinitely, with regular content updates, seasons and events rather than a finish line.

The model funds ongoing development through battle passes and cosmetics, which is why so many are free-to-play.

Two things to be aware of: they are designed to occupy your time on a schedule, and they can be switched off. When a live-service game''s servers close, the game generally stops working entirely.

Loot boxes

A loot box is a randomised reward bought without knowing what is inside. You pay, it opens, and you receive items by chance.

The similarity to gambling has attracted regulation in several countries — some have restricted them outright, and many games now disclose the odds of each outcome.

If children play, this is the mechanic most worth controlling. Spending limits and removing the saved card are the effective safeguards; see microtransactions.

Mods

Mods are modifications made by players: new content, visual improvements, bug fixes, or complete overhauls. Some of the most popular games in the world began as mods of other games.

Mods are overwhelmingly a PC feature. Consoles restrict what can be installed, though a few games support limited official mod support.

Two cautions: mods can break saves or cause instability, and unofficial mods in online games can get an account banned.

New Game+

New Game+ lets you restart a completed game from the beginning while keeping your equipment, abilities or level. Enemies are usually made stronger to compensate.

It exists because a finished character is fun to use, and because a second playthrough lets you see a story differently once you know the ending — or reach content a single run cannot cover.

Common in RPGs and soulslikes, where builds and choices vary widely between runs.

NPC

NPC means non-player character — anyone in a game controlled by the game rather than by a person. Shopkeepers, quest givers, enemies, passers-by.

NPC quality is one of the clearest signs of a well-made world. Characters who react to what you have done, remember you, or behave differently at night make a place feel real; characters repeating one line do the opposite.

In multiplayer games, NPCs are often called bots.

Open beta and demo

A demo is a finished slice of a game released so you can try it. What you play is representative of the final product.

An open beta is a test. The game is unfinished, the developer is checking servers and balance under real load, and things will change before release. Progress is usually wiped afterwards.

Both are free, and both are worth using. Just do not judge a game by a beta''s bugs, or assume a demo represents the whole game''s pacing.

Patches, updates and day-one patches

A patch fixes bugs, adjusts balance or adds content after release. Games now receive them for years.

A day-one patch arrives on launch day, often large. Discs are manufactured weeks before release, so development continues after the disc is finalised — the patch closes that gap.

The practical consequence: a disc game still needs a download before it is current. On a slow connection, plan for that on launch day rather than being surprised by it.

Speedrunning

Speedrunning is completing a game as quickly as possible. It has become a discipline with its own categories, rules and verified records.

Common categories include any% (finish by any means, glitches allowed) and 100% (complete everything). Runners often exploit bugs deliberately, which is permitted in most categories.

It has turned into a significant part of gaming culture, with charity marathons drawing large audiences — and it gives old games a second life long after release.

Split screen

Split screen divides one display so two or more players each get their own view, on a single console. It is how local multiplayer works in most games that support it.

Fewer modern games include it than you might expect — it is demanding to render, and online multiplayer replaced much of its role. Its absence is the most common disappointment when buying a game to play with someone at home.

Check the box or store page for local player count specifically, not just "multiplayer".

Game genres

Action games

What defines an action game, and the kinds of skill they ask for.

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Action-adventure games

What action-adventure games combine, and how they differ from pure action and from RPGs.

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Battle royale

How battle royale works, why it became so popular, and which of the big ones are free.

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Fighting games

What fighting games ask of you, and which are the friendliest for beginners.

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FPS (first-person shooters)

What a first-person shooter is, the main styles, and what equipment actually helps.

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Open-world games

What open world actually means, why it is a structure rather than a genre, and its trade-offs.

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Party games

What makes a good party game, and what to look for when buying one for a group.

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Platformers

What a platformer is, why precision matters, and the classics of the genre.

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Racing games

The difference between arcade and simulation racing, and which suits you.

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RPG (role-playing games)

What makes a game an RPG, the main sub-types, and how long they usually take.

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Simulation games

What simulation games recreate, the range from serious to relaxing, and who they suit.

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Soulslike games

What makes a game a soulslike, why the difficulty is deliberate, and whether beginners should try one.

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Sports games

What sports games offer beyond the sport itself, and which football games people actually play.

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Strategy games

What strategy games ask of you, and the difference between real-time and turn-based.

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Survival horror

What survival horror is, how scarcity creates fear, and what to expect from the genre.

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JRPG

JRPG means Japanese role-playing game. The label describes a design tradition rather than just a country of origin.

Typical traits: a strong authored story with a fixed cast rather than a character you create, turn-based or menu-driven combat, distinct visual styles, and long runtimes.

The contrast with Western RPGs is player choice: Western games tend to let you shape the story, JRPGs tend to tell you one. Final Fantasy, Persona and Dragon Quest are the defining series.

Metroidvania

Metroidvania — named after Metroid and Castlevania — describes a single interconnected world you explore, where progress comes from gaining abilities rather than levels.

You constantly encounter places you cannot reach yet. Later, a double jump or a new tool opens them, and the map gradually reveals itself. The satisfaction comes from remembering a locked door and returning with the key.

Usually a platformer at its core. Hollow Knight and Ori are modern standouts.

MMO games

MMO means massively multiplayer online. Thousands of players share one persistent world that continues whether you are logged in or not.

The appeal is scale and community: guilds, large group content, an economy driven by players, and a character you develop over years.

The cost is time. MMOs are designed around long sessions and regular play, and many charge a subscription or are free-to-play with substantial optional spending. Worth knowing before you start one.

MOBA

MOBA stands for multiplayer online battle arena. Two teams of five each control one character with unique abilities, fighting along fixed lanes to destroy the opposing base.

Each match starts your character weak; you gain power during the match and lose it when the match ends. Coordination matters more than individual skill.

MOBAs have enormous player bases and are central to esports, but they are demanding: matches run long, and the learning curve is among the steepest in gaming.

Puzzle games

Puzzle games make problem-solving the entire experience. They range from simple match-three games to complex logic and physics puzzles that take hours per problem.

The genre has unusually wide appeal: puzzle games need no reflexes, work in short sessions, and suit any age. They are among the best choices for someone new to games, and among the best for playing a few minutes at a time.

Many other genres borrow from them — see action-adventure, where environmental puzzles are standard.

Rhythm games

Rhythm games ask you to press inputs in time with music. Accuracy of timing is the entire skill.

They are among the easiest genres to understand — the rules are obvious within seconds — and among the hardest to master at high difficulty. They also work well as party games, since watching someone play is entertaining.

Some use standard controllers, others use dedicated peripherals or motion controls. Worth checking what a game needs before buying.

Roguelike and roguelite

A roguelike is built around runs. You start, progress, die, and begin again from the beginning with a newly randomised layout. Death is permanent and you keep nothing.

A roguelite softens this: you keep some permanent progress between runs — unlocked abilities, currency, new options — so each failure makes the next attempt slightly easier.

Roguelites are far more approachable, and most modern games in this space are roguelites even when marketed as roguelikes.

Sandbox games

A sandbox game gives you a set of tools and a space, and lets you decide what to do with them. There may be no goals at all, or goals you can ignore indefinitely.

It is often confused with open world, but they are different. Open world describes the space; sandbox describes the freedom to act. A game can be open world with a strict story, or a sandbox in a small area.

Minecraft is the clearest example — the game provides no objective you have to follow.

Stealth games

Stealth games are built on avoiding detection. You observe patrol patterns, use shadows and distractions, and move when nobody is watching. Being seen is usually a failure state rather than the start of a fight.

The tension comes from planning under uncertainty, and from the moment a plan collapses.

Many modern games include stealth as an option rather than a requirement — action-adventure titles frequently let you choose between sneaking and fighting.

Survival games

Survival games make staying alive the objective. You manage hunger, thirst, temperature and health while gathering resources, crafting tools and building shelter.

Difficulty usually comes from scarcity and from permanent consequences — many include permadeath or heavy penalties for dying.

Note the difference from survival horror: survival games are about resource management over long periods, survival horror is about fear and vulnerability in a designed narrative.

Third-person shooters

A third-person shooter places the camera behind and slightly above the character, so you see them on screen. Compared with a first-person shooter, you get better awareness of your surroundings and can see around cover, at the cost of some aiming precision.

The perspective suits cover-based combat and games with a visible protagonist whose animation carries the story. Gears of War, The Last of Us and Marvel''s Spider-Man sit here.

Audio

Active noise cancelling (ANC)

ANC uses microphones to detect outside noise and generates an opposing sound wave to cancel it. It works best on constant low sounds — fans, air conditioning, traffic — and poorly on sudden or high-pitched ones like voices.

For gaming it is usually optional. Closed-back headsets already block a lot passively, and ANC adds cost and occasionally a small processing delay.

Worth it in a noisy household; otherwise spend the money on comfort and a better microphone.

DTS:X

DTS:X is an object-based surround format — sounds are positioned as points in space including height, rather than assigned to fixed channels. It is the main competitor to Dolby Atmos and works on similar principles.

It does not require a specific speaker layout; the system adapts to what you have. Support is common on receivers and in films, less common in games than Atmos.

Check what your receiver supports before choosing an audio format on a console.

HDMI ARC and eARC

ARC (Audio Return Channel) sends audio backwards down an HDMI cable, from the television to a soundbar or receiver. It means one cable does both directions, and one remote can control volume.

eARC is the improved version, with far more bandwidth — enough for uncompressed surround and object-based formats like Dolby Atmos.

Both use a specific HDMI port, usually labelled on the TV, and often need enabling in the settings. If your sound system supports eARC, use it.

Spatial audio

Spatial audio is the general term for sound placed in three-dimensional space around the listener, including above and below. It covers 3D Audio on PlayStation, Dolby Atmos, DTS:X and the versions built into phones and headphones.

Some implementations add head tracking, so the sound stays fixed in the room as you turn your head — effective in films, less common in games.

Stereo sound

Stereo is two audio channels, left and right. It can place a sound to one side or in the middle, but it has no way to tell you whether something is in front of you or behind.

It remains the default for headphones, speakers and most content. And a good stereo setup beats a cheap surround one — more channels does not mean better sound if each channel is worse.

On PS5, stereo headphones plus 3D Audio gives you positional sound without any extra hardware.

Virtual surround

Virtual surround uses processing to make two speakers or headphone drivers sound like more. A "7.1 headset" has two drivers, not eight.

Done well it gives genuinely useful directional information. Done cheaply it makes everything sound hollow and distant, and many players turn it off in favour of plain stereo.

A quick test: if voices sound like they are in a tunnel, the processing is hurting more than helping. Switch it off.