Game mechanicsIn tabletop games and video games, game mechanics are the rules or ludemes that govern and guide the player's actions, as well as the game's response to them. A rule is an instruction on how to play, a ludeme is an element of play like the L-shaped move of the knight in chess. A game's mechanics thus effectively specify how the game will work for the people who play it. There are no accepted definitions of game mechanics.
Strategic planningStrategic planning is an organization's process of defining its strategy or direction, and making decisions on allocating its resources to attain strategic goals. Furthermore, it may also extend to control mechanisms for guiding the implementation of the strategy. Strategic planning became prominent in corporations during the 1960s and remains an important aspect of strategic management. It is executed by strategic planners or strategists, who involve many parties and research sources in their analysis of the organization and its relationship to the environment in which it competes.
Rechargeable batteryA rechargeable battery, storage battery, or secondary cell (formally a type of energy accumulator), is a type of electrical battery which can be charged, discharged into a load, and recharged many times, as opposed to a disposable or primary battery, which is supplied fully charged and discarded after use. It is composed of one or more electrochemical cells. The term "accumulator" is used as it accumulates and stores energy through a reversible electrochemical reaction.
Game balanceGame balance is a branch of game design with the intention of improving gameplay and user experience by balancing difficulty and fairness. Game balance consists of adjusting rewards, challenges, and/or elements of a game to create the intended player experience. Game balance is generally understood as introducing a level of fairness for the players. This includes adjusting difficulty, win-loss conditions, game states, economy balancing, and so on to work in tandem with each other. The concept of game balance depends on the game genre.
Game designGame design is the process of creating and shaping the mechanics, systems, and rules of a game. Games can be created for entertainment, education, exercise, or experimental purposes. Increasingly, elements and principles of game design are also applied to other interactions, in the form of gamification.
Strategic thinkingStrategic thinking is a mental or thinking process applied by an individual in the context of achieving a goal or set of goals. As a cognitive activity, it produces thought. When applied in an organizational strategic management process, strategic thinking involves the generation and application of unique business insights and opportunities intended to create competitive advantage for a firm or organization. It can be done individually, as well as collaboratively among key people who can positively alter an organization's future.
Strategic managementIn the field of management, strategic management involves the formulation and implementation of the major goals and initiatives taken by an organization's managers on behalf of stakeholders, based on consideration of resources and an assessment of the internal and external environments in which the organization operates. Strategic management provides overall direction to an enterprise and involves specifying the organization's objectives, developing policies and plans to achieve those objectives, and then allocating resources to implement the plans.
Battery chargerA battery charger, recharger, or simply charger, is a device that stores energy in a battery by running an electric current through it. The charging protocol (how much voltage or current for how long, and what to do when charging is complete) depends on the size and type of the battery being charged. Some battery types have high tolerance for overcharging (i.e., continued charging after the battery has been fully charged) and can be recharged by connection to a constant voltage source or a constant current source, depending on battery type.
Primary batteryA primary battery or primary cell is a battery (a galvanic cell) that is designed to be used once and discarded, and not recharged with electricity and reused like a secondary cell (rechargeable battery). In general, the electrochemical reaction occurring in the cell is not reversible, rendering the cell unrechargeable. As a primary cell is used, chemical reactions in the battery use up the chemicals that generate the power; when they are gone, the battery stops producing electricity.
Cherry pickingCherry picking, suppressing evidence, or the fallacy of incomplete evidence, is the act of pointing to individual cases or data that seem to confirm a particular position while ignoring a significant portion of related and similar cases or data that may contradict that position. Cherry picking may be committed intentionally or unintentionally. The term is based on the perceived process of harvesting fruit, such as cherries. The picker would be expected to select only the ripest and healthiest fruits.
Augmented realityAugmented reality (AR) is an interactive experience that combines the real world and computer-generated content. The content can span multiple sensory modalities, including visual, auditory, haptic, somatosensory and olfactory. AR can be defined as a system that incorporates three basic features: a combination of real and virtual worlds, real-time interaction, and accurate 3D registration of virtual and real objects. The overlaid sensory information can be constructive (i.e. additive to the natural environment), or destructive (i.
Virtual realityVirtual reality (VR) is a simulated experience that employs pose tracking and 3D near-eye displays to give the user an immersive feel of a virtual world. Applications of virtual reality include entertainment (particularly video games), education (such as medical or military training) and business (such as virtual meetings). Other distinct types of VR-style technology include augmented reality and mixed reality, sometimes referred to as extended reality or XR, although definitions are currently changing due to the nascence of the industry.
Mixed realityMixed reality (MR) is a term used to describe the merging of a real-world environment and a computer-generated one. Physical and virtual objects may co-exist in mixed reality environments and interact in real time. Mixed reality that incorporates haptics has sometimes been referred to as Visuo-haptic mixed reality. In a physics context, the term "interreality system" refers to a virtual reality system coupled with its real-world counterpart.
Extended realityExtended reality (XR) is a catch-all term to refer to augmented reality (AR), virtual reality (VR), and mixed reality (MR). The technology is intended to combine or mirror the physical world with a "digital twin world" able to interact with it. The fields of virtual reality and augmented reality are rapidly growing and being applied in a wide range of areas such as entertainment, marketing, real estate, training, maintenance and remote work.
RealityReality is the sum or aggregate of all that is real or existent within a system, as opposed to that which is only imaginary, nonexistent or nonactual. The term is also used to refer to the ontological status of things, indicating their existence. In physical terms, reality is the totality of a system, known and unknown. Philosophical questions about the nature of reality or existence or being are considered under the rubric of ontology, which is a major branch of metaphysics in the Western philosophical tradition.
Computer-mediated realityComputer-mediated reality refers to the ability to add to, subtract information from, or otherwise manipulate one's perception of reality through the use of a wearable computer or hand-held device such as a smartphone. Mediated reality is a proper superset of mixed reality, augmented reality, and virtual reality, as it also includes, for example, diminished reality. Typically, it is the user's visual perception of the environment that is mediated.
Consensus realityConsensus reality is that which is generally agreed to be reality, based on a consensus view. The appeal to consensus arises from the idea that humans do not fully understand or agree upon the nature of knowledge or ontology, often making it uncertain what is real, given the vast inconsistencies between individual subjectivities. Humans can, however, seek to obtain some form of consensus, with others, of what is real.
Bubonic plagueBubonic plague is one of three types of plague caused by the bacterium Yersinia pestis. One to seven days after exposure to the bacteria, flu-like symptoms develop. These symptoms include fever, headaches, and vomiting, as well as swollen and painful lymph nodes occurring in the area closest to where the bacteria entered the skin. Acral necrosis, the dark discoloration of skin, is another symptom. Occasionally, swollen lymph nodes, known as "buboes,” may break open.
Plague (disease)Plague is an infectious disease caused by the bacterium Yersinia pestis. Symptoms include fever, weakness and headache. Usually this begins one to seven days after exposure. There are three forms of plague, each affecting a different part of the body and causing associated symptoms. Pneumonic plague infects the lungs, causing shortness of breath, coughing and chest pain; bubonic plague affects the lymph nodes, making them swell; and septicemic plague infects the blood and can cause tissues to turn black and die.
BrickworkBrickwork is masonry produced by a bricklayer, using bricks and mortar. Typically, rows of bricks called courses are laid on top of one another to build up a structure such as a brick wall. Bricks may be differentiated from blocks by size. For example, in the UK a brick is defined as a unit having dimensions less than and a block is defined as a unit having one or more dimensions greater than the largest possible brick. Brick is a popular medium for constructing buildings, and examples of brickwork are found through history as far back as the Bronze Age.