| A | B |
| Time Interval | Time-dependent elements that affect the pacing of the game. |
| Turn-Based | Each player takes a turn with unlimited time. |
| Real-Time | No interval between turns, there are no turns at all. |
| Time-Limited | Compromise between turn-based and real-time games. |
| Two-Player Mode | Also known as "head-to-head". |
| Local Multiplayer | All players sit in the same space and play the game on the same machine. |
| LAN-Based Multiplayer | Allow players to share the game on a local area network (LAN) without sharing the screen or input device. |
| Game Genre | Categories based on a combination of subject matter, setting, screen presentation/format, player perspective, and game-playing strategies. |
| Action Genre | The goal involves quickly destroying your enemies, while avoiding being destroyed yourself. |
| Platformers Action Sub-Genre | Focuses on players moving quickly through an environment - often jumping and dodging to avoid obstacles, and sometimes collecting items along the way. |
| Shooters Action Sub-Genre | Focuses on combat between a player and the other characters in the game world. |
| First-Person Shooter (FPSs) | Cannot see his or her character onscreen. |
| Third-Person Shooter | Allows players to see their characters, along with the rest of the game world. |
| Racing Sub-Genre | Use first-person or third-person perspective, involves the player's vehicle (usually a racecar) racing one or more opponents on a variety of roads or terrains. |
| Fighting Genre | These games are often viewed from a side perspective. |
| Adventure Genre | Important quality of this genre is the illusion of freedom. Characteristics are exploration, collecting, puzzle-solving, navigating mazes, and decoding messages. |
| Action-Adventure Genre | The only hybrid genre that has distinguished itself as an accepted genre in its own right. |
| Role-Playing Games (RPGs) | Characterized by containing strong storylines and contain player-characters that improve throughout the course of the game. |
| Simulations | Attempt to replicate systems, machines, and experiences using real-world rules. |
| Strategy | Their origin comes from classic board games such as chess, where players are required to manage a limited set of resources to achieve a particular goal. Most take place in a military setting. |