FORM 4:
NEW WORK ITEM PROPOSAL (NP)Circulation date: 2021-04-15
Closing date for voting : 2021-07-08
Proposer☒ ISO member body:☐ Committee, liaison or other¹:
Secretariat

Reference number:(to be given by ISO Central Secretariat)
ISO/TC☒/SC

Proposal for a new PC

N

A proposal for a new work item within the scope of an existing committee shall be submitted tothe secretariat of that committee.
¹ The proposer of a new work item may be a member body of ISO, the secretariat itself, anothertechnical committee or subcommittee, an organization in liaison, the Technical Management Boardor one of the advisory groups, or the Secretary-General. See ISO/IEC Directives Part 1, Clause
2.3.2.
The proposer(s) of the new work item proposal shall:• make every effort to provide a first working draft for discussion, or at least an outline of aworking draft;• nominate a project leader;• discuss the proposal with the committee leadership prior to submitting the appropriate form,
to decide on an appropriate development track (based on market needs) and draft a projectplan including key milestones and the proposed date of the first meeting.
The proposal will be circulated to the P-members of the technical committee or subcommittee
for voting, and to the O-members for information.
IMPORTANT NOTE
Proposals without adequate justification risk rejection or referral to originator.
Guidelines for proposing and justifying a new work item are contained in Annex C of the
ISO/IEC Directives, Part 1.
☒

The proposer has considered the guidance given in the Annex C during the preparation of the NP.

Resource availability:☒ There are resources available to allow the development of the project to start immediately
after project approval* (i.e. project leader, related WG or committee work programme).
* if not, it is recommended that the project be first registered as a preliminary work item (a Form 4 is not required forthis) and, when the development can start, Form 4 should be completed to initiate the NP ballot.

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Form 4: New work item proposal (NP)Page 2

Proposal (to be completed by the proposer, following discussion with the committee
leadership)

Title of the proposed deliverable
English title
Online Game Term
French title (if available)(In the case of an amendment, revision or a new part of an existing document, include thereference number and current title)
Scope of the proposed deliverable
This proposal specifies the definition of terms used in game research and development,
operation, management, copyright, eSports, derivative production and sales.
Purpose and justification of the proposal
With the rapid development of technology, online game industry has become an important partof the cultural industry and an important carrier of culture to the world, but there is no basic
standard on terminology in the world. Facing with the requirements of the Authorities and thedevelopment needs of the Market, it is urgent to develop basic standards to address social
concerns, improve the management and service level of the game industry, and better fulfill
social responsibilities.
Consider the following:
Is there a verified market need for the proposal?
What problem does this document solve?
What value will the document bring to end-users?
See Annex C of the ISO/IEC Directives, Part 1 for more information.
See the following guidance on justification statements in the brochure ‘Guidance on New
work’: https://www.iso.org/publication/PUB100438.html

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Form 4: New work item proposal (NP)Page 3

Please select any UN Sustainable Development Goals (SDGs) that this document will
support. For more information on SDGs, please visit our website at www.iso.org/SDGs."☐ GOAL 1: No Poverty☐ GOAL 2: Zero Hunger☐ GOAL 3: Good Health and Well-being☐ GOAL 4: Quality Education☐ GOAL 5: Gender Equality☐ GOAL 6: Clean Water and Sanitation☐ GOAL 7: Affordable and Clean Energy☒ GOAL 8: Decent Work and Economic Growth☒ GOAL 9: Industry, Innovation and Infrastructure☐ GOAL 10: Reduced Inequality☐ GOAL 11: Sustainable Cities and Communities☐ GOAL 12: Responsible Consumption and Production☐ GOAL 13: Climate Action☐ GOAL 14: Life Below Water☐ GOAL 15: Life on Land
☐ GOAL 16: Peace and Justice Strong Institutions
N/A GOAL 17: Partnerships to achieve the Goal
Preparatory work
(An outline should be included with the proposal)☒☐☐

A draft is attachedAn outline is attachedAn existing document will serve as the initial basis

The proposer or the proposer's organization is prepared to undertake the preparatory
work required: ☒ Yes☐ No
If a draft is attached to this proposal
Please select from one of the following options (note that if no option is selected, the default
will be the first option):☒ Draft document can be registered at Working Draft stage (WD – stage 20.00)☐ Draft document can be registered at Committee Draft stage (CD – stage 30.00)☐ Draft document can be registered at Draft International Standard stage (DIS – stage 40.00)☐

If the attached document is copyrighted or includes copyrighted content, the proposer
confirms that copyright permission has been granted for ISO to use this content incompliance with clause 2.13 of the ISO/IEC Directives, Part 1 (see also the Declaration on
copyright).

Is this a Management Systems Standard (MSS)?
☐ Yes

☒ No

NOTE: if Yes, the NP along with the Justification study (see Annex SL of the Consolidated ISO
Supplement) must be sent to the MSS Task Force secretariat (tmb@iso.org) for approval
before the NP ballot can be launched.

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Form 4: New work item proposal (NP)Page 4

Indication of the preferred type to be developed☒☐☐

International Standard
Technical Specification
Publicly Available Specification

Proposed Standard Development Track (SDT)
To be discussed between proposer and committee manager considering, for example, whenthe market (the users) needs the document to be available, the maturity of the subject etc.
☐ 18 months*☐ 24 months☒ 36 months* Projects using SDT 18 are eligible for the ‘Direct publication process’ offered by ISO /CS which reduces
publication processing time by approximately 1 month.

Draft project plan (as discussed with committee leadership)
Proposed date for first meeting: 2021-07-01
Proposed dates for key milestones:
Circulation of 1st Working Draft (if any) to experts: 2021-11-02
Committee Draft ballot (if any):
DIS submission*: 2023-04-01
Publication*: 2024-04-01* Target Dates for DIS submission and Publication should preferably be set a few weeks ahead of the limit dates(automatically given by the selected SDT).

For guidance and support on project management, descriptions of the key milestones and tohelp you define your project plan and select the appropriate development track, see:go.iso.org/projectmanagement
NOTE: The draft project plan is later used to create a detailed project plan, when the project isapproved.
Known patented items (see ISO/IEC Directives, Part 1, clause 2.14 for important
guidance)
☐ Yes

☒ No

If "Yes", provide full information as annex
Co-ordination of work
To the best of your knowledge, has this or a similar proposal been submitted to anotherstandards development organization?
☐ Yes

☒ No

If “Yes”, please specify which one(s):V01/2020

Form 4: New work item proposal (NP)Page 5

A statement from the proposer as to how the proposed work may relate to or impact on
existing work, especially existing ISO and IEC deliverables. The proposer should
explain how the work differs from apparently similar work, or explain how duplicationand conflict will be minimized
None
A listing of relevant existing documents at the international, regional and national levels
Information technology—Online game—Vocabulary, issued by National Standard Committee ofChina in 2016 (national level)
Online game cheating program prevention and control, issued by National Standard
Committee of China in 2015 (national level)
SFML Game Development by By Jan Haller , Henrik Vogelius Hansson , Artur Moreira,published in June 2013
Please fill out the relevant parts of the table below to identify relevant affectedstakeholder categories and how they will each benefit from or be impacted by the
proposed deliverable
Benefits/impacts
Industry and commerce –large industry

Examples oforganizations/companies
to be contacted

Game and the related platform Tencent, NetEase, UBISOFT,
companies
Unity, SONY,Apple

Industry and commerce –SMEs
Government

National Authorities

Consumers

Game players

LabourDevelopers, Publishers, Esports players

Academic and researchbodies

Universities, Researcher
Institutes

National Press and Publication
Administration in China andGeneral Administration ofSport of China

Standards application
businesses
Non-governmentalorganizations
Other (please specify)

V01/2020

Game and the other relatedindustries

The International Game
Developers Association

Form 4: New work item proposal (NP)Page 6

Liaisons

Joint/parallel work

A listing of relevant external internationalorganizations or internal parties (other ISO
and/or IEC committees) to be engaged as
liaisons in the development of the deliverable.

Possible joint/parallel work with
☒ IEC (please specify committee ID)
ISO/IEC JTC 1/SC 34

IEC TC 100 Audio, video and multimedia systems
and equipment☐

CEN (please specify committee ID)☐

Other (please specify)

A listing of relevant countries which are not already P-members of the committee
NOTE: The committee manager shall distribute this NP to the ISO members of the countries
listed above to ask if they wish to participate in this work
Proposed Project Leader(name and e-mail address)

Name of the Proposer(include contact information)

Zhang Chuanjingzhangchuanjing@126.com

Dr. Li Yubing
Deputy Director General, Department ofStandards Innovative Management, SAMR;
Secretary General of Chinese Member Body
of ISO, SAC
Liyb@sac.gov.cn

This proposal will be developed by☐☐☐☒

An existing Working Group (please specify which one: )A new Working Group (title: )(Note: establishment of a new WG must be approved by committee resolution)
The TC/SC directly
To be determined

Supplementary information relating to the proposal☐

This proposal relates to a new ISO document;This proposal relates to the adoption as an active project of an item currently registered asa Preliminary Work Item;
This proposal relates to the re-establishment of a cancelled project as an active project.

☐

Other:☒☐

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Form 4: New work item proposal (NP)Page 7

Maintenance agencies (MA) and registration authorities (RA)☐This proposal requires the service of a maintenance agency.
If yes, please identify the potential candidate:☐This proposal requires the service of a registration authority.
If yes, please identify the potential candidate:

NOTE: Selection and appointment of the MA or RA is subject to the procedure outlined in the
ISO/IEC Directives, Annex G and Annex H, and the RA policy in the ISO Supplement,
Annex SN.
☐Annex(es) are included with this proposal (provide details)
Additional information/questions
No

V01/2020

© ISO #### – All rights reserved

ISO #####-#:####(X)ISO TC ###/SC ##/WG #Secretariat: XXXX

Title (Online game term)

WD/CD/DIS/FDIS stage
Warning for WDs and CDs

This document is not an ISO International Standard. It is distributed for review and comment. It is subject tochange without notice and may not be referred to as an International Standard.
Recipients of this draft are invited to submit, with their comments, notification of any relevant patent rights ofwhich they are aware and to provide supporting documentation.

To help you, this guide on writing standards was produced by the ISO/TMB and is available athttps://www.iso.org/iso/how-to-write-standards.pdf
A model manuscript of a draft International Standard (known as “The Rice Model”) is available athttps://www.iso.org/iso/model_document-rice_model.pdf

ISO #####-#:####(X)© ISO 20XX

All rights reserved. Unless otherwise specified, or required in the context of its implementation, no part of thispublication may be reproduced or utilized otherwise in any form or by any means, electronic or mechanical,
including photocopying, or posting on the internet or an intranet, without prior written permission. Permission
can be requested from either ISO at the address below or ISO’s member body in the country of the requester.
ISO copyright office
CP 401 • Ch. de Blandonnet 8
CH-1214 Vernier, Geneva
Phone: +41 22 749 01 11
Email: copyright@iso.org
Website: www.iso.org

Published in Switzerlandii© ISO #### – All rights reserved

ISO #####-#:####(X)Contents
This template allows you to work with default MS Word functions and styles. You can use these if you wantto maintain the Table of Contents automatically and apply auto-numbering.
To update the Table of Contents please select it and press "F9".
Foreword................................................................................................................................................................ iv
Introduction ........................................................................................................................................................... v
1

Scope (mandatory) ...................................................................................................................................... 1

2

Normative references (mandatory) ...................................................................................................... 1

3

Terms and definitions (mandatory) ...................................................................................................... 1

3.1 Game genres .................................................................................................................................................. 1
3.2 Game research and development ........................................................................................................... 8
3.3 Game operation .......................................................................................................................................... 26
3.4 Game Copyright .......................................................................................................................................... 34
3.5 Electronic sports ........................................................................................................................................ 37© ISO #### – All rights reservediii

ISO #####-#:####(X)

Foreword
ISO (the International Organization for Standardization) is a worldwide federation of national standards
bodies (ISO member bodies). The work of preparing International Standards is normally carried out
through ISO technical committees. Each member body interested in a subject for which a technicalcommittee has been established has the right to be represented on that committee. Internationalorganizations, governmental and non-governmental, in liaison with ISO, also take part in the work. ISO
collaborates closely with the International Electrotechnical Commission (IEC) on all matters ofelectrotechnical standardization.
The procedures used to develop this document and those intended for its further maintenance aredescribed in the ISO/IEC Directives, Part 1. In particular, the different approval criteria needed for thedifferent types of ISO documents should be noted. This document was drafted in accordance with theeditorial rules of the ISO/IEC Directives, Part 2 (see www.iso.org/directives).

Attention is drawn to the possibility that some of the elements of this document may be the subject ofpatent rights. ISO shall not be held responsible for identifying any or all such patent rights. Details of any
patent rights identified during the development of the document will be in the Introduction and/or on
the ISO list of patent declarations received (see www.iso.org/patents).
Any trade name used in this document is information given for the convenience of users and does notconstitute an endorsement.

For an explanation of the voluntary nature of standards, the meaning of ISO specific terms andexpressions related to conformity assessment, as well as information about ISO's adherence to the World
Trade Organization (WTO) principles in the Technical Barriers to Trade (TBT),see
www.iso.org/iso/foreword.html.
This document was prepared by Technical Committee[or Project Committee] ISO/TC [or ISO/PC]###,[name of committee], Subcommittee SC ##, [name of subcommittee].

This second/third/… edition cancels and replaces the first/second/… edition (ISO #####:####), which
has been technically revised.

The main changes compared to the previous edition are as follows:— xxx xxxxxxx xxx xxxx

A list of all parts in the ISO ##### series can be found on the ISO website.

Any feedback or questions on this document should be directed to the user’s national standards body. A
complete listing of these bodies can be found at www.iso.org/members.html.

iv© ISO #### – All rights reserved

ISO #####-#:####(X)Introduction
Type text.

Identification of patent holders: the following text shall be included if patent rights have been identified.

The International Organization for Standardization (ISO) [and/or] International ElectrotechnicalCommission (IEC) draw[s] attention to the fact that it is claimed that compliance with this document may
involve the use of a patent.
ISO [and/or] IEC take[s] no position concerning the evidence, validity and scope of this patent right.

The holder of this patent right has assured ISO [and/or] IEC that he/she is willing to negotiate licences
under reasonable and non-discriminatory terms and conditions with applicants throughout the world. In
this respect, the statement of the holder of this patent right is registered with ISO [and/or] IEC.
Information may be obtained from the patent database available at www.iso.org/patents.
Attention is drawn to the possibility that some of the elements of this document may be the subject ofpatent rights other than those in the patent database. ISO [and/or] IEC shall not be held responsible for
identifying any or all such patent rights.

© ISO #### – All rights reservedv

ISO #####-#:####(X)

Title(Introductory element — Main element — Part #: Part title)
1 ScopeThis standard defines the terms and definitions of game genres, game research and development, game
operations, game copyright, and Esports in the field of online games.
This standard is applicable to the standard formulation, research and development, operation, Esports
and copyright management of online games.

2 Normative references

The following documents are referred to in the text in such a way that some or all of their content
constitutes requirements of this document. For dated references, only the edition cited applies. For
undated references, the latest edition of the referenced document (including any amendments) applies.
GB/T32626—2016, Informationtechnology—Onlinegame—Vocabulary

3 Terms and definitions

For the purposes of this document, the following terms and definitions apply.

ISO and IEC maintain terminological databases for use in standardization at the following addresses:— ISO Online browsing platform: available at https: //www.iso.org/obp— IEC Electropedia: available at http: //www.electropedia.org/

3.1 Game Genres
3.1.1
Video Games

Interactive games that run on electronic device platforms.

3.1.2

Single-player Games
Video games with gameplay that only require one device to complete.
3.1.3

Online Games
Video games that depend on information networks to stay online and be playable.

3.1.4

Console Games
Video games run on the TV with the TV screen as a display device.
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1ISO #####-#:####(X)3.1.5
Handheld Games
Video games run on convenient and portable exclusive game devices.
3.1.6

Online Client/PC Games
Online games played by running client software.
3.1.7

Handheld Mobile Games
Video games run as applications and played on mobile devices.
3.1.8

Webgames
Video games that are run on internet browsers and do not require client software.
3.1.9

2D Games
Video games implemented with two-dimensional interaction, where camera angles usually cannot bechanged.
3.1.10

3D Games
Video games developed with spatial stereoscopic technology.

3.1.11AAA Games
Video games that are high in budget, size and quality.
3.1.12Turn-based Games
Video games where game characters perform actions alternately.
Note: One alternate action is usually termed as a “turn”.
3.1.13

Real-time Games
Video games where various in-game commands are input and their results are displayed in real time.

2© ISO #### – All rights reserved

ISO #####-#:####(X)3.1.14Competitive GamesA battle game built on fair and logical game regulations and platforms. Usually includes games that areshooters, strategy, action etc.
3.1.15

Shooting Games (First Person Shooting/Third Person Shooting)
Action games with their core gameplay involving precision shooting, with emphasis on utilizing themethod of “shooting” to complete objectives.

3.1.16Fighting Games (FG)Action games where fighting techniques are used to defeat the opponent and achieve victory.

3.1.17

Adventure Games
Video games where virtual adventures take place with story themes and plot as the backdrop, andcombine puzzles, exploration, action and other gameplay elements for a greater user experience.

3.1.18Simulation Games (Sim Games)
Video games that simulate real life in various forms to increase player familiarity, deduction and intuition.
3.1.19Simulation Management Games (Sim Management Games)
Simulation games where the player plays a managerial role overseeing macro elements in a virtual world.
3.1.20

Education Simulated Games
Simulation games where the player trains specific characters (persons or animals) to derive a sense ofachievement.
3.1.21Flight Simulation Games
Simulation games that utilize modern technology to incorporate real-life flight scenarios into a virtualcomputer program to simulate real-life flight commands.

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3.1.22Strategy/4X Games
Video games that utilize tactics or strategy to achieve various forms of victory.
3.1.23

Real-time Strategy Games (RTS)
Strategy games that utilize tactics or strategy to perform real-time combat.
3.1.24Multiplayer Online Battle Arena Games (MOBA)
Competitive games where two teams of players compete online and strategically against each other on apredefined battlefield. Each player controls a single character with unique skill kits.
3.1.25

Real-time Tactics Games
Video games where players perform tactical commands on a virtual battlefield in real-time.

Note: Real-time tactics games only focus on combat victory, and usually do not include construction orunit production.
3.1.26Role-playing Games (RPG)Video games where a player plays one or more characters in-game and interacts in a fictional world.
3.1.27

Action Role-playing Games (ARPG)
Role-playing games that introduce an abundance of action experiences and performances.

3.1.28Strategy Role-playing Games(SRPG)
Role-playing games that have tactical (usually in “battle chess” format) gameplay with emphasis on battle
strategy instead of exploration.
3.1.29Massive Multiplayer Online Role-playing Games (MMORPG)
Online role-playing games that have servers capable of supporting many players (1000+) online at thesame time.
Note: Usually contains a persistent virtual world, where even after the player goes offline, the virtualworld still continues progressing on the game publisher’s servers.

4© ISO #### – All rights reserved

ISO #####-#:####(X)3.1.30Tower Defense Games (TD)Strategy games where the objective is to prevent enemies from getting through by building towers or
related buildings on a map.
3.1.31

Rhythm Games
Video games where the player inputs commands and actions in sync with the music.
3.1.32

Sports Games
Video games where sports activities are their main theme.

Note: Sports games provide sports events that reflect normal sports activities and sportsmanship, andallow players to control or manage athletes or teams in-game to perform sports tournaments.
3.1.33Racing GamesSports games that simulate race car events.
3.1.34

Endless Runner Games“Physical exercise” games where players must perform climbing, jumping, obstacle traversal and obtainrewards to reach the destination in the game.
3.1.35

Board Games
Video games adapted from traditional board and card games.
3.1.36

Trading Card Games/Collectible Card Games(TCG/CCG)
Card games where players purchase already-built base decks and other randomized cards (in the form ofbooster packs) to expand their card selection and perform card battles using various game rules.
3.1.37
Sandbox Games
Video games where players use elements provided by the games to change or create the virtual world
within the rules of the base game.
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5ISO #####-#:####(X)

Note: Sandbox games usually focus on creation as their core gameplay.

3.1.38Survival GamesIn a challenging environment, players survive in-game using limited resources to complete various tasks.

Note: Survival games usually focus on surviving as long as possible as their core gameplay.
3.1.39Idle Games
Video games where players don’t have to input real-time commands, but game outcomes areautomatically calculated based on the system’s various computational rules.
3.1.40Fishing Games
Video games where fishing is the theme, and have deep seas and rivers as game worlds.
3.1.41

Coloring Games
Video games where players fill out colors in the game’s coloring sections.

3.1.42

Dress-up Games
Video games where players play as virtual characters and perform cosmetic make-up, change outfits,
design hairstyles etc.
3.1.43Dating Simulator Games
Video games where players control characters that simulate dating actions.
3.1.44

Puzzle Games“Brain training” games where players analyze and process information and scenarios that appear ingame to discover clues and solve various puzzles.
3.1.45

Serious Games
Video games where the main objective is to resolve realistic social and industry problems, and encompass
three main features: globalization, diversity and contextualization. They also play prevalent roles in
6© ISO #### – All rights reserved

ISO #####-#:####(X)knowledge learning, sparking creativity, expanding on educational academia, management simulation,
skill training, behavioural adjustment, developing cultural, moral and personal growth and other aspects.

3.1.46

Word Games
Video games that use words and images as their medium and have set rules as restrictions.
3.1.47

HTML5 Games
Video games that are developed with HTML5 technology (Mobile webpage technology), and have
webpage interaction and cross-platform capabilities.
3.1.48Virtual Reality Games (VR)Video games that use virtual reality technology and devices to create an immersive virtual world in which
players can experience.
3.1.49Augmented Reality Games (AR)Video games that use augmented reality technology to combine in-game content and the real world.

3.1.50

Cloud Games
Online games that fundamentally rely on cloud computing. All games are run on cloud servers, and gamescenarios are rendered via video and audio streaming and transmitted to players through a network
connection.

3.2 Game Research and Development
3.2.1
Game Design

Writing of game background story, setting game rules, calculating game formulae, designing gameworld details and other activities.
3.2.2

Game Engine
An already-written key component of an editable game engine or interactive real-time image
processor.
3.2.3

Game Modeling© ISO #### – All rights reserved

7

ISO #####-#:####(X)Creation and design of models of environments, characters, items etc. to scale.

3.2.4

Game Modding
Creation of a modified or improved program of a game that modifies in-game items, characters,
objects, modes, storylines etc., or adds new items and objects.
3.2.5
Game Balance
Ensuring a game meets assigned experience objectives, that its system scale and complexity match
expected results, while its system’s elements work normally in tandem at the same time with nounexpected results.

3.2.6

Game Scene
A virtual space comprising environments, buildings, machinery, items, trees, the sky, roads and otherusable elements (including weapon items and NPCs etc.) in a game.

3.2.7

Game Map
A reduced image of the in-game environment that includes its environmental elements, building
elements and areas where the character can and cannot traverse.
3.2.8

Game Audio
Sound effects and music played when certain behavior and actions are performed in a game.

3.2.9

Game Concept Art
Creation of art materials that adhere to design document settings according to game design
documents.
3.2.10Game Prototype/Demonstration (Demo)
A playable or demo game version that showcases a portion of the game’s core gameplay and features.

3.2.11

Game Server SideA program installed on a server to implement network request data transfers, storage verificationand other functions that serve multiple clients.

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ISO #####-#:####(X)

3.2.12
Game Client SideA game program that corresponds to the game server side and is installed on a user’s local terminalthat interoperates with the server side programs.
3.2.13

Game End Device
A device that processes online game commands and inputs/outputs.

3.2.14

Gamepad/Game Controller
A device that acts as a game’s input controller and usually comprises directional keys and function
keys.
3.2.15Cloud Virtual Pad/Controller
An emulated game controller with dedicated buttons provided for mobile devices in a cloud gaming
environment that simulates button input with touch-screen functionality on the mobile device.

3.2.16

Game Script
A game program written with programming language.

3.2.17

Game Add-on
A legal software tool that helps players realize game controls by emulating keyboard strokes, mouse
movements and other methods.

3.2.18

Editor
A tool used by game developers to produce in-game content. Includes level editors, character editors,
event editors etc.
3.2.19Downloadable Content (DLC)
Digital media distributed via the internet mainly aimed at released video games, and can be
downloaded for additional updated content.
3.2.20Game Season Pass
A compilation of future game DLCs added during a certain period of time.
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3.2.21
Localization
Additional optimization, adaptation and/or processing of exported or imported games to meet
special political, legal, cultural, linguistic, functional and other requirements for the local market.
3.2.22
Level of Detail (LOD)
The complexity of 3D model representation, whereby resource allocation of a rendered object isdetermined by its position and importance of its placement in the displayed environment, andunimportant object polygons and details are reduced to achieve more efficient rendering workload.
3.2.23

Wallhack
Usage of a third-party program to draw the outlines of other players behind obstacles and detect
their locations.
3.2.24

Keyframe Animation Method
A type of animation method that involves first adding a few key frames before filling the frames within-betweens.
3.2.25Behavior Tree
Mainly used for game AI modeling by expressing decisions and behavior in different states, using atree structure.
3.2.26

Ambient Occlusion(AO)
The resulting effect of blocking surrounding diffuse light when portrayed objects and objects
intersect or are near.

3.2.27

ShaderAn editable program that implements image rendering used to process image illumination,brightness, color etc.
3.2.28Character Art
A type of game character drawing with a transparent background for convenient usage in gameproduction.
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3.2.29Full Motion Video (FMV)
A narrative method for video games using pre-recorded video files to show game plot.

3.2.30Global Illumination (GI)A system that models how comprehensive lighting such as reflection, refraction, caustics etc. is
produced when colors and objects interact with one another in the 3D engine.

3.2.31

Real-time Rendering
Real-time calculation and output of graphical data.

Note: IEC TC 100 Audio, video and multimedia systems and equipment

3.2.32

Physically Based Rendering (PBR)
A simple, physics-based, real-time rendering of materials can describe more accurately how lightinteracts with surfaces.
Note: IEC TC 100 Audio, video and multimedia systems and equipment

3.2.33

3D Texturing/Texture Mapping/Mapping
The process of mapping surface textures over a 3D model. Can be divided into: ID mapping, UV
mapping, texture mapping etc.

3.2.34

Virtual Joystick
A touch-screen joystick simulated by a program to achieve character or camera angle movement ina game.
3.2.35Graphics Primitive
Small images used in-game that can be displayed at high speed.

3.2.36

Light Trail
Trail effect produced by in-game moving objects.

3.2.37

Seamless Map
A map that does not require loading when switching maps or environments.
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11ISO #####-#:####(X)3.2.38ScrollA level mode where game content continuously move in a certain direction.

3.2.39Players on the Same Screen
The number of user characters on-screen at the same time in-game.

3.2.40Invisible Wall
An invisible obstacle in a game. Looks traversable visually, but movement is prohibited.

3.2.41

PlayerParticipants in a game or in-game users.

3.2.42Guild
A type of organization in a game formed by different players with specific names and labels. A
group that shares a common interest and combined forces to achieve specific objectives.
3.2.43

Non-player Character (NPC)
The generic term for all game characters other than those of the players.
[GB/T 32626—2016, definition 2.2.5]

3.2.44

Game Pet
Belongs to a game’s user, growing with a player’s active behavior and is controlled by both a certain
system program and the player him/herself.
[GB/T 32626—2016, definition 2.2.6]

3.2.45

Virtual Currency
A virtual exchange tool issued by online game publishing companies, and directly or indirectly
purchased by game users using fiat currency at set conversion rates. Exists outside the game program, isstored in servers provided by online game publishers in the form of electromagnetic records, and isindicated in specific digital units.
Note: Revised GB/T 32626—2016’s definition 2.2.8.

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Cross-server Battle
A versus combat outcome among users on different servers in the same game by way of temporary
data extraction.
[GB/T 32626—2016, definition 2.2.10]

3.2.47

Player Versus Player (PvP)
A game mode where players fight against other players.

Note: Revised GB/T 32626—2016’s definition 2.2.12.

3.2.48Player Versus Environment (PvE)
Player Versus AI
A game mode where players fight against opponents controlled by the computer.

Note: Revised GB/T 32626—2016’s definition 2.2.13.

3.2.49Clan Battle
A game mode where players form small groups i.e. clans or battle teams as a unit and fight against
each other in group combat.

Note: Typically seen in MOBA games where there will be extended periods of time when groups fightagainst each other.
3.2.50Save File
Saving of player game progress and other data in digital information format.

3.2.51

Save Point
A location or time during which players can perform save commands in the game.

3.2.52

Game InstanceAn exclusive, time-restricted game space created by the system for a player or a group of players ina party.
Note: Revised GB/T 32626—2016’s definition 2.2.14.

3.2.53

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ISO #####-#:####(X)A game mode where game players achieve versus combat in a local area network.

3.2.54(Game) Item
An item used by players provided in-game.

Note: Revised GB/T 32626—2016’s definition 2.2.21.

3.2.55Bound Item
An item only exclusive to a certain character in-game, and cannot be transferred between characters.

3.2.56

Mount
VehicleAn interactive character or item that helps players move in levels, maps and plot.

3.2.57

Consumable
An item with limited uses in a game.

3.2.58Skin
An external decorative effect of a game character or item, or a special decoration for game userinterfaces (UI).

3.2.59Game Mall
Platform that sells in-game virtual items.

3.2.60Game Compendium/Index/Archive/Codex
Related information of a game’s displayed virtual items, characters and other things.

3.2.61

Game Faction
A character-type attribute in a game, and the label or tag of how players differentiate themselves andform groups in multiplayer games.

3.2.62

Stage/Level
The progression of a game, usually depicted through maps or missions/quests.
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3.2.63
Stage/Level Clear
All the stages/levels that must be completed from start to finish once in a game.

3.2.64

Game Perspective
Camera Perspective
The angle with which players view game content.

3.2.65First Person Perspective
The screen does not show the protagonist’s perspective, but through protagonist’s own line of sight.

3.2.66

Third Person Perspective
A line of sight viewed from the third-person perspective.

3.2.67

Game Rewards
EXP or virtual items and other rewards assigned in the game.

3.2.68

Achievement
Rewards, titles, prestige and other rewards received by meeting in-game progression conditions
through a player’s in-game behavior.

3.2.69Economy System
A set of rules and regulations revolving around in-game virtual currency and resource output andconsumption.
3.2.70Trade System
A functional system where players can exchange or trade items either among themselves or with thesystem in-game.

3.2.71

Friends System
A functional system that supports player establishing social connections and saving theirrelationship progress in-game.

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3.2.72Chat System
A functional system where players send and receive messages with and from one another.

3.2.73

Face/Character Customization System
A functional system where players can customize their virtual avatars’ facial features.

3.2.74Character Outfit System
A functional system where character equipment, outfits and other cosmetic items can be changed,
which also changes their character’s outlook in the game.
3.2.75Class Change System
A functional system where characters in-game change classes or jobs from their current one toanother.
3.2.76

Combat System
A functional system that allows game characters to engage in combat with each other.

3.2.77

Achievement System
A functional system that includes many independent personal achievements, and when players
reach certain objectives, they can claim these achievement points in the system and accumulate them toobtain various rewards.
3.2.78

Mobs/Monsters
Units in a game that confront players; usually referring to NPCs using similar module composition,
are large in numbers and have possessed no complicated behavior.
Note: Players can defeat mobs to obtain EXP, virtual currency and other in-game rewards.

3.2.79Elite Mobs/Monsters
Units that possess stronger attributes or special skills.

3.2.80Boss
The last enemy of a level, story act or area in a game. Story progression at this point is locked until
the boss is defeated and the level is cleared.

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3.2.81
Drops/Loot
Items provided by enemies or mobs upon defeating them in a game.

3.2.82

Story Quest/Mission
Mandatory missions that drive the game story or core event design and must be completed in order
to continue story progression.
3.2.83

Side Quest/Mission
Non-mandatory secondary story missions that do not affect the participation or completion of main
missions.
3.2.84

SkillsAbilities (including attack, defense, support and other abilities) that game characters can obtainthrough various means.

3.2.85

Active Skills
Skills possessed by game characters, pets or mounts etc. that need to be actively input to be cast.

3.2.86

Passive Skills
cast.

Skills possessed by game characters, pets or mounts etc. that do not need to be actively input to be

3.2.87

Crowd Control Skills (CC)
Skills that limit character movement, skill cast and effects, item usage etc.

3.2.88Summon Skills
Skills that summon other game characters or items etc.

3.2.89

Healing Skills
Specific skills that increase health in-game.

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ISO #####-#:####(X)Special skills of characters pertaining to their different classes.

3.2.91

Area of Effect (AoE) Skills
Skills that can be used on multiple targets and are cast by game characters in a specific range.

3.2.92

Ultimate/Special Skill
A character’s powerful offensive skill.

3.2.93Skill Pre-cast
The process when a character starts casting a skill to when the skill is released.

3.2.94

Skill Post-cast
The process when a character releases a skill to when it completes the skill cast.

3.2.95

Cast TimeThe time consumed from when a skill is released to when it takes effect or ends.

3.2.96

Game Character Attributes
A game character’s related ability values. Include: Health, Experience Points, Attack, Defense, etc.

3.2.97

Health Points (HP)
Life
The health value of a character or combat unit.

3.2.98Magic/Mana Points (MP)The quantitative value of a game character’s usable magic energy.

3.2.99Experience Points (EXP/XP)
Points that a game character obtains by completing in-game events to increase its level.

Note: Revised GB/T 32626—2016’s definition 2.2.9.

3.2.100

Skill Points
18© ISO #### – All rights reserved

ISO #####-#:####(X)Points used to exchange for new skills or increase skill levels in a game.

3.2.101

Battle/Combat PowerA calculated overall value that aggregates a player’s various abilities.

Note: In games that primarily focus on character growth (RPGs, SLGs, etc.), combat power iscalculated according to player equipment, skills, attributes etc. In battle arena games, combat power iscalculated according to a player’s past battle history.
3.2.102

Basic/Normal Attack
The most basic and normal form of attack in a game.

3.2.103

Physical Attack
An attack that deals damage using limbs, instruments/equipment/objects, etc.

3.2.104

Trajectory
The path of a weapon’s ranged shot or player skill in a game.

3.2.105

Attack Detection
In action, shooter, fighter and other game genres, the system determines if an attack is effective.

3.2.106

Critical Hit
An attack that deals higher than normal damage.

3.2.107

Block
An act that prevents an enemy’s attack and nullifies or reduces damage received.

3.2.108

Cooldown Time (CD)The required time interval between using virtual items or casting skills in succession in a game.

3.2.109

Global Cooldown Time (GCD)
A shared cooldown time interval of similar or all skills.

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3.2.110
Continuous Casting
The circumstance when a caster continuously maintains a skill’s effect.

Note: During cast channeling, the caster usually cannot move or cast other skills.

3.2.111

Healing Over Time(HoT)
Continued healing performed on a target over a period of time.

3.2.112

Physical Damage
Damage dealt by physical attacks.

3.2.113

Magical Damage
Damage dealt by magical attacks.

3.2.114

Attribute Damage
Damage dealt by game-defined attributes interacting with one another.

3.2.115

Friendly-fire Damage
Damage dealt by ally attacks.

3.2.116

Damage Over Time (DoT)Continued damage dealt to a target over a period of time.

3.2.117

Damage Reflect
The circumstance when a character deals damage to a target and receives damage at the same timein a game.
3.2.118

Armor/Defense
An attribute used to reduce received damage by a player, usually only reducing physical damage.

3.2.119

Physical Defense
Defensive value against physical attacks.
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3.2.120
Magical Defense
Defensive value against various magical attacks.

3.2.121

Magical ResistanceAn attribute that reduces magical damage.

3.2.122

Stamina/Endurance
The attribute that restricts player in-game behavioral attempts.

3.2.123

Fatigue
The duration a player spends in a game performing actions. Upon reaching a certain value, no actions
can be performed in the game, and can only be restored after waiting for a certain period of time.
3.2.124

Durability
The consumption value of item usage in a game.

3.2.125Duel
A non-fatal match previous agreed upon between players in a game.

3.2.126

Tutorial
Information that provides help and guidance to players who have just entered a game for the firsttime.
Note: Revised GB/T 32626—2016’s definition 2.2.11.

3.2.127

Safe Zone
Safe house
An area where characters in-game will not receive damage.

3.2.128

Spawn Point
The initial location of a player in a game.

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3.2.129
Respawn Point
A special area where the game can progress when characters die in-game or resume their gameprogress.
3.2.130

PortalA special area that allows quick transportation from one location to another specified location.

3.2.131

RecruitGame users can obtain new characters or allies through specific means in a game.

3.2.132

Attribute Point Adding
The act of players distributing or assigning attribute and skill points to their game characters.

3.2.133

Enhance/Upgrade
The act of increasing a user character or virtual item’s values in a game.

3.2.134(Game) Equipment
A series of items that can be equipped in-game. Usually directly or indirectly impacts offensive anddefensive utility, and affects game character attribute values and combat power.

3.2.135

Equipment Grade
A design concept that differentiates equipment values into tiers according to their strengths. Usuallydivided into grades: ordinary, superior, rare, epic, legendary etc.
3.2.136

Equipment Enhance
The act of consuming certain materials and game currency to upgrade equipment characteristics.

3.2.137

Buff
A status where a game character’s attributes and abilities are improved.
Note: Revised GB/T 32626—2016’s definition 2.2.3.

3.2.138

Debuff22© ISO #### – All rights reserved

ISO #####-#:####(X)A status where a game character’s attributes and abilities are weakened.
Note: Revised GB/T 32626—2016’s definition 2.2.4.

3.2.139

Physical Immunity
A status of being completely immune to physical damage in a game.

3.2.140

Magical Immunity
A status of being completely immune to magical damage in a game.

3.2.141

Aura
A passive skill that allows its possessor and nearby units in a certain radius to be granted with certain
characteristics.
3.2.142(Attacked) Flinch
A “stun” action produced when striking enemies or being struck by attacks in a game.

3.2.143

Invincible
A status of being completely immune to attacks and crowd control in a game.

3.2.144

Crowd Control Immunity
A status of being immune to displacement and crowd control in a game.

3.2.145Stun
A status that persists for a period of time, during which a character is unable to perform any actions
and a stun animation and light effects are displayed.
3.2.146

StealthAn effect when a character cannot be seen by non-allies.

3.2.147

Quick-time Event (QTE)
Events that test player reaction. Players must quickly react to events displayed on the game screen
and input the corresponding commands.
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3.2.148
Private Message (PM)A private message sent from one player to another.

3.2.149

Offline Version
A running game version where a player does not log into the server.

3.2.150

Offline PvP
When the system automatically accepts challenges from other online players while the other player
is offline.
3.2.151

Cloud Game Playability
A player’s overall experience in a cloud gaming environment determined by interactive response
times, game video streaming speeds, video quality, etc.
3.2.152

Cloud Game Streaming
In a cloud gaming environment, audio and video data are bundled using a transport protocol andconverted into streaming data and transmitted to users.
3.2.153

Cloud Game Video Encoding
Using compression technology, the cloud game’s source video format file is converted into anothervideo format file in the cloud.

3.3 Game Live Operations
3.3.1
Official Website
A game publisher’s official website that provides services including but not limited to: game client
downloads, game information and resource browsing, notices, news announcements etc. for game users.
Note :Rewrite the definition 2.2.12 of GB/T32626—2016.
3.3.2

Cloud Gaming Service Provider
A vendor that provides users with cloud gaming services and technically provides a cloud platformthat executes cloud-based processing of game content.
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Cloud Gaming Subscription Model
A payment model where cloud gaming service providers bundle cloud game platform services andcontent and rent them to users in a "packaged" or "bundled" price.

3.3.4

Community Management
The act of managing and maintaining a user community.

3.3.5

Live Operationsof it.

Refers to game operators targeting users with attraction, sales and other events in-game and outside

3.3.6

Account
User-registered information with online game service companies, entering an online game with said
information including username, password, personal information etc.
Note: Revised GB/T 32626—2016’s definition 2.3.9.

3.3.7

Account Suspension/Ban
The act of freezing a user’s game account to prohibit continued usage.

Note: Revised GB/T 32626—2016’s definition 2.3.16.

3.3.8

Revoke Rights
The act that game operators implement to temporarily or permanently revoke some or all of a gameuser’s privileges.
Note: Revised GB/T 32626—2016’s definition 2.3.21.

3.3.9

Block List/Ban List/Blacklist
A list of rejected IPs or user accounts.

3.3.10Whitelist
Allowed accounts or IPs in situations enforcing restricted access policies.

Note: Outside users cannot access a game during server shutdowns, but to evaluate release version
quality, some testers may be allowed to log into the game to QA the game. Provision of test accounts is
considered whitelisting.
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ISO #####-#:####(X)3.3.11Server Launch
An act where the game can be logged in normally during closed beta testing, open beta testing andother key operational launch phases.
[GB/T 32626—2016, definition 2.3.18]

3.3.12

New Server Launch
An act where new servers are added and run to accommodate more users for an online game.
Note: Revised GB/T 32626—2016’s definition 2.3.19.

3.3.13Server Merge
An act where different servers of a game are able to exchange data with each other, allowing data
merging between servers.
3.3.14Server Shutdown
An act where an online game operator halts game services for one or more groups of servers.

3.3.15(Game) Lobby
A place where game users gather before getting ready for combat.

3.3.16

Stress Test
A testing method on a game system’s database, network and server load capabilities to ensure that
it is functioning properly and stable.
3.3.17

Closed Beta
Testing of a game’s design features accessible to the game developer’s testers and a limited numberof game users who meet testing conditions.
[GB/T 32626—2016, definition 2.3.3]

3.3.18Open Beta
User experience (UX) testing post-closed beta accessible to all game users.
Note: Revised GB/T 32626—2016’s definition 2.3.6.

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ISO #####-#:####(X)3.3.19Game Guide/Walkthrough/FAQ
A game guide detailing game progress, gameplay and techniques, and/or clearing the game tocompletion.
3.3.20User Generated Content (UGC)
Game-related buildings, art, social ecosystems and other relevant game guides, information andother content created by users themselves.
3.3.21

Professionally Generated Content (PGC)
Game content created by professionals that are visually higher in quality and harder to create thancontent created by game users themselves.

3.3.22

Game Merchandise/Peripherals
Related products derived from using a certain game as the theme and packaging potential
merchandising resources in creative ways.

Note: Can be toys, food, accessories and other physical items, or music, images, books and othercultural products with the game as the main concept.
3.3.23

Game Administrator/Gamemaster (Admin/GM)
A game operator’s online game manager whose main responsibility is to enforce game regulations
and maintain order in an online game.
[GB/T 32626—2016, definition 2.3.14]

3.3.24

Game Digital Marketing
The act of promoting a game via digital marketing and attracting user clicks and registrations etc. by
way of obtaining advertising space and other advertising resources in internet applications.
3.3.25

Game User Acquisition (UA)The act of funneling users obtained by an online game operator into a game, depending on game
circumstances.
3.3.26

Complaints Processing TimeThe time interval from when a game operator records a complainant’s information to when theoperator provides a solution for the complainant.
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3.3.27Pre-download
The act of releasing the client download early, before a game is released.

3.3.28

Mute
When game customer support uses admin tools to revoke a player’s ability to send messages within
in-game communication functions.
3.3.29Rollback
The status where a server’s data is partially or fully restored to a previous timestamp.

Note: Revised GB/T 32626—2016’s definition 2.3.15.

3.3.30(Game) In-app Purchase (IAP)
A game monetization model where players purchase virtual items, game currency etc. in a game.

3.3.31

Battle Pass
An IAP method where players are rewarded for their activity. Players can purchase “battle passé” toobtain their own activity rewards.
3.3.32

Peak Concurrent Users (PCU)
The greatest number of users online at the same time during a reference period.

3.3.33

Daily Average Session/Online TimeThe average time spent online of daily active users.

Note: Calculation formula is usually Daily Total Time Online/Daily Active Users.

3.3.34

Daily Engagement Count (DEC)The total count of a user’s daily engagement with the game. Usually used to measure a game’s
stickiness.
3.3.35

Average Session/Online Time28

The average time spent online of all active users during a reference period.

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Daily Active Users (DAU)
The average value of users online at the same time during a reference period.

3.3.37

New User Conversion Rate
The rate of registered users who completed the tutorial in a game during a reference period.

3.3.38Rolling Users
Users who play a game on a new server when they already have existing characters.

3.3.39Churned Users
Users who did not log into a game during a reference period.

Note: Can be divided into Daily Churned Users, Weekly Churned Users, Monthly Churned Users etc.

3.3.40Returning Users
Churned users who log into the game again during a reference period.

3.3.41

Daily Churned Users
The daily number of users who logged in the current day and did not log in to the game for the next
N days.

Note: N is usually denoted in 2, 3, 7 for Day 2 Churned Users, Day 3 Churned Users and Day 7 Churned
Users respectively.
3.3.42

Weekly Churned Users
The weekly number of users who logged in last week but did not log into the game on the current
week.
3.3.43Monthly Churned Users
The monthly number of users who logged in last month but did not log into the game on the current
month.
3.3.44

Churn Rate

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ISO #####-#:####(X)The rate of the number of active users on the previous reference week against the number of active
users on the next reference week. Calculated parameters can be categorized into Daily Churn Rate,
Weekly Churn Rate, Monthly Churn Rate etc.

3.3.45Retained Users
Users who have logged in from the day they registered to the reference period.

3.3.46

Day N Retention Rate
The rate of the number of users who logged in on Day N among new users on a certain day.

Note: N is usually denoted in 2, 3, 7 and 30 for Day 2 Retention Rate, Day 3 Retention Rate, Day 7
Retention Rate, Weekly Retention Rate and Monthly Retention Rate respectively.
3.3.47

Active Users (AU)Users who have logged in at least once during a reference period.

Note: Usually can be denoted as Daily Active Users, Weekly Active Users, Monthly Active Users etc.
[GB/T 32626—2016, definition 2.3.8]

3.3.48

Weekly Active Users (WAU)
The number of active users calculated weekly.

3.3.49Monthly Active Users (MAU)
The number of active users calculated in a calendar month.

3.3.50Daily Active Users (DAU)
The number of active users calculated daily.

3.3.51

Paid/Paying Users (PU)
Users who registered in a game and have monetized.
[GB/T 32626—2016, definition 2.3.2]

3.3.52

Active Paying Accounts
The total number of paying accounts that have logged in at least once during a reference period.
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Average Revenue Per User/Average Revenue Per Active User (ARPU)
The average game revenue derived from each user during a reference period. Can be obtained fromTotal Revenue/Active Users.

3.3.54

Average Revenue Per Paying User (ARPPU)
The average game revenue derived from each paying user during a reference period. Can be obtained
from Total Revenue/Paying Users.
3.3.55User Lifetime
The time interval from when a player logged into the game for the first time till the last time logged
in before churning.
3.3.56

User Lifetime Value (LTV)
The total revenue created from a user’s lifetime in a game.
Note: Formula calculation is LTV=LT×ARPU

Variables: LTV—User Lifetime Value, LT—User Lifetime, ARPU—Average Revenue Per Active User.

3.3.57User Acquisition Cost
The cost incurred from obtaining a new user.

3.3.58Unique Visitors (UV)The number of users with different IP addresses who visited a website or clicked on a webpage.

3.4 Game Copyright
3.4.1

International Standard Book Number
A numeric commercial book identifier which is intended to be unique.

3.4.2

Game License Number
Generic term for an approval number issued by the national governing body approving its respective
game operation. Includes the game’s Game Approval Number and ISBN.
3.4.3

Internet Content Provider License (ICP)© ISO #### – All rights reserved

31ISO #####-#:####(X)A license policy for vendors providing internet information services according to the Measures on
the Administration of Internet Information Services of China, and one of the criteria for a game’s online
operation.
3.4.4

Anti-addiction System
A set of restriction measures designed to prevent under aged individuals from becoming addicted toonline games.
3.4.5

Blocked/Banned Words
Profanity Filter
Words that have been blocked from showing to create a more conducive online game environment.

3.4.6

Healthy Gaming Advice (HGA)
Full text published in a notable position in a game, usually when a user starts the game: Resist
unhealthy games. Reject pirated games. Pay attention to personal security. Beware of fraud. Game inmoderation. Addiction causes health problems. Manage your time. Enjoy a healthy life.

3.4.7

Game Age Rating
Categorized suitable age ranges and labels that match game content to teenagers of different age
groups according to physiological and cognitive abilities, and moral standards.

3.4.8

Online Game Real-name System
A measure where online game users use their real name and identities to perform real-nameregistration.
3.4.9

Parental Monitoring/Parental Guidance Controls

A social public welfare movement that builds harmonious family relationships by increasing
parental supervision on minors participating in online games and guiding them towards healthy
participation of online games.

3.4.10Software Copyright
Various exclusive software rights owned by software developers or other authorized entities
according to relevant copyright regulations.

3.4.11

Game Operation Rights

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ISO #####-#:####(X)The rights for a game operator to release a game product on the market and, through productoperations, increase user awareness, understanding and playing of said product, eventually converting
potential customers into loyal users.
3.4.12

Game Adaptation Rights
The rights to adapt other artistic works into games in accordance with copyright laws.

3.4.13Copyright License Fee
The required payment fee to obtain authorization of a game work’s copyright.

3.4.14

Copyright Trust
The act where the copyrights owner entrusts said copyrights to the trustee for management, and thetrustee is responsible for copyright operation. The copyrights owner obtains operation revenue, and at
the same time, pays trust revenue to the trustee.
3.4.15

Copyright Trade
A method of obtaining copyrights or authorized use of a work. The rights holder and user perform
an act of trade with the copyrights as the subject within previously agreed upon business terms.
3.4.16

Copyright Import
A copyright trade activity where, through transferal, authorization or other means, overseas(including Hong Kong, Macao and Taiwan) rights holders import authorized works or IPs that they own
into the local market.
3.4.17

GameIntellectual Property (IP)Intellectual property rights produced from game works, including but not limited to gametrademarks, game material content copyrights, software copyrights and patents.

3.4.18Game Delisting
An act when various game platforms or game operator platforms do not provide downloading andsales or marketing services for a game product any longer.

3.4.19Supervision
An act where the original copyrights owner provides feedback on the produced works of the
copyrighted IP over the course of its process of adaptation or its related works.
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ISO #####-#:####(X)3.4.20Private Server
A network server established via acquisition of a game server's server-side installation program orsource code without the authorization of the copyrights owner and through illegitimate means.
3.4.21

Private Server Distribution Website/Platform
A distribution platform website provided for a game’s private servers.

3.4.22

Reskinned Game
A game that has had its game visuals, item design, text descriptions, sound effects, story theme, gamename and other visual elements changed without changing its gameplay rules, character relations andother core game features.

3.4.23

Doujin Work
Created non-commercial works spawned from content (such as images, audio, text etc.) of games,
novels, plays and other artistic works.

3.4.24

Gold Farmer
An organization or individual that make a living from obtaining in-game gold or virtual items andequipment in video games, then sells them for real-world currency.
3.4.25Multiboxing
Logging into multiple accounts at the same time on one game client to play a game.

3.4.26

Game Text Script
Text content that appears in online games, including but not limited to game UI text, story summary
text, character dialogue text etc.
3.4.27

Hack/Cheat Programs
A cheat program that uses programming language to target one or more online games to achieve
automatic playing of games or tampers with game settings.
Note: Revised GB/T 32626—2016’s definition 2.3.11.

3.4.28

Account Hack/Takeover (ATO)

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ISO #####-#:####(X)The act of forcefully acquiring other players’ accounts through trojan horses, fraud, phishing andother illegitimate methods.
3.4.29Pirated Games
Games that have been illegally copied, distributed, used and sold outside the scope of legal authority
without the game copyrights owner or legal authority’s permission.

3.5 Electronic Sports
3.5.1
Electronic Sports (E-sports)
A virtual competitive sports activity based on competitive games, with software and hardware
devices as its equipment and revolving around information technology. E-sports take place in a virtualenvironment created by information technology, adhering to standardized competitive rules and carriedout fairly with the pretext that said rules are upheld.
3.5.2

E-sports Tournament
The generic term for electronic sports competitions, mainly referring to team-based, rule-abiding, esports format competitions and its related forms.
3.5.3

First-party Tournament
A related e-sports tournament organized by game developers, operators and other game vendors bythemselves.
3.5.4

Third-party Tournament
An e-sports tournament hosted by a non-gaming vendor.

3.5.5

E-sports MediaA media platform that provides news relevant to e-sports tournaments.

3.5.6

E-sports Streaming Platform
A streaming platform that includes e-sports tournament content.

3.5.7

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ISO #####-#:####(X)An emerging industry formed globally from the rapid development of the world's game industry in
the late 1990s, and is a combination of the technological, cultural, sports and media industries. It is an
excellent space for creative development that has obvious interconnected, economic and social effects.
3.5.8

E-sports Products
Software and hardware products and service platforms developed by relevant enterprises in the esports industry for use on e-sports culture, entertainment, tournaments, training and academic teaching.
3.5.9

E-sports Stadium
A venue dedicated to the organization of e-sports events and their related assortment of activities.

3.5.10E-sports TeamAn organization whose objective is to join e-sports tournaments. An e-sports team comprising acoach and its team members.
3.5.11

E-sports Coach
A member of an e-sports team who is responsible for guiding athletes and dictating strategy andtactics in e-sports tournaments.
3.5.12E-sports Training Partner
A person who performs tactical training with other team members during an e-sports tournament.

3.5.13E-sports Referee
A person who, during e-sports matches, ensures that they are carried out transparently, fairly andimpartially, and determines participant (or team) results, wins and losses and rankings according tomatch outcomes.
3.5.14E-sports Athlete/Professional Gamer/Pro Gamer

A professional player who has earned the right to participate in e-sports tournaments after multiple
selection rounds.
3.5.15

E-sports ShoutcasterA person who is responsible for commentating or in charge of hosting during e-sports tournaments,
and is involved in planning, editing, recording, production, crowd hype and other work.
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3.5.16
E-sports Event Coordinator/Manager
A person who organizes events and manages content in the e-sports industry.

3.5.17

E-sports Employee
A person who works in different aspects of e-sports, such as tournaments, training, experiences andevent shows.
3.5.18Swiss System
A type of competition system where teams or athletes (usually) will not be eliminated. Winners gain
points, while losers do not, and it is a mode where, every round, there are higher odds of the stronger
side facing off against another strong side, and a weaker side against another weaker side.
3.5.19Double-elimination
A competition system where teach team is eliminated after two losses, until the champions of thewinning and losing groups face off for the grand championship.

3.5.20Single-elimination
A competition system where the loser of each match is eliminated.

3.5.21Best of N (BoN)
An e-sports competition system where the winner is decided in N rounds.

3.5.22(Game) Power Leveling
The act of helping other players or having other players help to quickly increase character levels,
points or obtaining more powerful equipment.
3.5.23

Attack Damage Carry (ADC)
One of the player’s roles in a MOBA game. Uses basic attacks to deal sustained damage to avoid awindow of time where no damage is dealt.
3.5.24

Burst/Nuke
A damage method where a massive amount of physical, magical or item damage is released in a shortperiod of time.
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3.5.25
Minion Wave/Lane
The combat location of minions in a MOBA game.

3.5.26

Gank/Roam
A suppression tactic in MOBA games where player numbers or skill advantages are used in
premeditated ambushes, assaults etc. to attack opponents.
3.5.27Carry
A character that plays the main force in the game.

3.5.28Ganker/Roamer
A character that dictates the pace of the match by providing roaming support in the game.

3.5.29SupportA character that is responsible for supporting the team in the game.

3.5.30Ban & PickA step or act where both competitive sides fairly take turns to remove specific maps or gamecharacters from the current match to meet strategic objectives.
3.5.31

Insta-kill/Instant Kill
A circumstance where a target is instantly defeated in the game.

3.5.32

Grind
Grinding usually refers to normal players in a game performing repeated labor such as missions,farming instances etc. to obtain game resources.
3.5.33

Away From Keyboard (AFK)The status when a player’s character remains online, but no actions are performed. Also used todescribe when a player does not input commands, but has a game’s built-in settings or functions provided
by third-party add-ons automatically play the game for him/her.

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ISO #####-#:####(X)3.5.34
Offline
The status when a player exits a game.

3.5.35KitingA tactic that requires a certain input of skill to prevent the enemy from getting close or producing
effective damage, and in turn defeating the enemy instead.
3.5.36

Teleport/ Blink/Flash
Allows a character’s absolute position to change, and usually appears in the form of a skill or item in
MOBA games.
3.5.37Nerf
The act of tweaking and weakening some characters, items, tactics etc. in a game by game developers
or operators during a game version update.
3.5.38Combo
A series of continuous action commands input in a game. This string of commands usually has stricttime limits, and completing it yields many points or advantages. Commonly seen in fighting games.

3.5.39

Captains Mode (CM)A game mode where team captains pick and ban their choice of characters in an e-sports tournament.

3.5.40Observer/Spectator Mode
A mode where persons enter a game as observers or spectators without participating in it.

3.5.41

Fog of War
A mechanic in strategy battle games used to restrict player vision on a map.

3.5.42

Dragon Kill Points (DKP)
A point system of each player’s contribution in a team fight.

Note: A widely-used basis on which boss loot is distributed in MMORPGs.

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3.5.43
Kill/Death(K/D/Ratio)
Used to evaluate character kills/assists and deaths ratios in a single match in MOBA games.

3.5.44

Actions Per Minute (APM)
The sum of all player in-game actions per minute in games, including mouse clicks, keyboard strokes
and other actions.
3.5.45Gold Per Minute (GPM)
The average amount of gold earned per minute by a single character in a match in MOBA games.

3.5.50Damage Per Second (DPS)The average damage value dealt per second to a target by a player.

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Bibliography
None.

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