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Glossary of Digital Thriving

If you care about digital thriving, you will need to learn the lingo.

This is a list of common (and not so common) terms. Familiarizing yourself with them can help you communicate more effectively with other people who are working in the space.

Since this list will grow and evolve over time, we recommend you bookmark this page.

A


Accomplishment

Accomplishment is successfully achieving something through significant effort. This is also one of the feelings produced by digital thriving. 

Altruism

Behavior that benefits another individual at a cost to oneself.

Amenability

The willingness and openness to cooperate, collaborate, and adapt to the needs and perspectives of others within a social setting.

Assertiveness 

Assertive behavior is when a person appropriately expresses personal thoughts, feelings, beliefs, opinions, and rights in a respectful manner.

Autonomy

In self-determination theory, the experience of acting from choice, rather than feeling pressured to act.

B


Behavior detection systems 

Systems designed to identify particular behaviors, typically to address disruptive behaviors. 

Belonging

The feeling that you’re connected, accepted, respected, and an integral part of something.

Bonding

The formation of connections, attachments, or commitments between people or groups. 

C


CGI

Not to be confused with computer generated graphics, CGI is a core framework in the Playbook that ensures we approach digital thriving through the interrelation of communities, groups, and individuals.

Churn rate

Measure of the number of players who leave a game during a given period.

Citizenship

Fulfilling a community’s potential through active contribution and self-actualization of the individual.

Cohesion

A group’s stickiness and commitment to each other for a shared purpose or objective. 

C​omity

Courtesy and considerate behavior toward others.

Compassionate

When a person feels or shows sympathy or concern for others.

Compatibility

When people compliment each other in their interests or personalities.

Core loops

The series of actions that a game is built around, what players generally do. 

Creative convergence

The ability to say no, stay focused, and make decisions in creative work.

Creative divergence

The ability to expand the range of possibilities, to open one’s mind to new ideas.

D


Design-driven conflicts

When a design creates a situation that puts people at odds with each other, which the designer did not intend. 

Design heuristic

A rule of thumb for making quick, practical decisions in design. 10 Heuristics is an example. 

Design lenses

A lens captures a design principle in a form that is both memorable and immediately helpful. Source UX Booth.

Dichotomy

In relation to creativity, demonstrating a combination of optimism / doubt, extroversion / introversion, fantasy / reality, playfulness / discipline, responsibility / irresponsibility, intelligence / naivete.

Digital spaces

Virtual spaces where people interact, such as games, apps, or social media.

Digital thriving

The outcome of digital spaces intentionally designed to help people thrive.

Diversity 

The practice of including differing people into the same group.

Disruptive behavior

Refers to the wide range of actions that undermine or disrupt experiences and digital thriving. 

E


ECE

ECE is a framework that helps developers think strategically about promoting healthy communities. It stands for environment, consequences, and encouragement.

Empathy

The ability to feel what others are feeling. 

Equity

The quality of being fair and impartial.

H


Harmonizing

Optimizing a digital space to produce successful interactions between different kinds of people or mindsets.  

Hotspots

Areas of concern or danger. Used often in social mapping.

Humanizing

Optimizing an experience to generate empathy and friendliness between people. 

I


Identity

Refers to an individual’s sense of who they are. The portion of the identity that individuals derive from their relationship to others is a social identity

Inclusion 

The act of including someone or something as part of a group and creating a sense of belonging. 

Interventions

Actions to correct, and sometimes promote, particular behaviors. 

K


KPI

Quantifiable measures of performance towards an objective. Short for key performance indicator.

L


Livestream

A live broadcast by a player via a streaming service.

M


 

Mastery

The desire to get increasingly better at something challenging. 

Mockups

High-fidelity visual draft of a design concept. 

Multiminded thinking

A mindset where a person practices proactively incorporating the views, needs, and motivations of multiple people into work or life. 

O


OKR

Goal-setting methodology for setting ambitious objectives that are measured by key results

Onboarding

Process of introducing someone new to a game or group. 

Observing norms

Following the shared standards of acceptable behavior in a group.

P


Penalty

A punitive measure applied to an account to encourage reform or to shield other players from exposure to further problem behaviors.  

Players

The term the Playbook generally uses to refer to people.

Player dynamics

  • Type of behavior — Actions of individual players and player groups in games. 
  • Type of design — Field of design focused on social interaction in and around games.

Plasticity

In relation to creativity, this is imaginative play. role playing, exploring, experimenting, connecting, curiosity, openness to experience. 

Player typologies

A tool for creating different lenses that help you examine games or products..

Proactive design

Thinking early about what can promote or undermine digital thriving in design. 

Productive behavior

Refers to a range of actions that produce digital thriving. 

Prosocial behavior

Actions that benefit one or more other people, usually (but not always) by intention.

Reactive design

Design work — which could have been avoided — that happens as a reaction to player feedback.

Reciprocation

Mutually corresponding, beneficial actions. 

Reformed players

Refers to players who once demonstrated a pattern of disruptive behavior, but no longer. 

Report

A request from other players to a company to examine the specified account’s behavior as possibly disruptive to the experience.

Resilience

The ability to bounce back from difficulties or challenges. 

Risk register

Risk registers are documents that help identify, assess, and prioritize risks. See Essential Design Tools for Digital Thriving.

S


Self-actualization

The process of becoming everything you’re capable of becoming. Source: Abraham Maslow. 

Self-determination theory

A framework that helps explain how being self-determined drives motivation. 

Self-management or self-regulation

Control of oneself by oneself in ways that are respectful of others. 

Sociability

Making healthy connections and developing relationships.

Social acceptance

The formal or informal admission of an individual into a group.

Social capital

Value generated through social investment and relationships. 

Social friction

When a designed interaction puts two or more allies in opposition to each other.

Social infrastructure

Mechanisms that enable healthy connection and thriving in social systems.

Social mapping

A process of visualizing social experiences to understand and improve them.

Social norms

The shared standards of acceptable behavior in a group.

Spectating

Watching another person play or perform. May be in person or through a game or livestream. 

Sportsmanship

Showing respect for the game and everyone involved – with or without the objective of mastery.

Success signs

Indicators of achieving an intended outcome.

T


Trust

Refers to a person’s confident belief that another’s motivations are benevolent toward him or her and that the other person will therefore be responsive to his or her needs.

Trust-building

Process of building trust between people in order so they can work better together and unlock benefits not otherwise possible.

W


Warning signs

Indicators of not achieving an intended outcome and heading towards possible danger.

Welcoming

Friendly behaviors that make people who are new to space feel safe and accepted.

Well-being

The desire and ability to feel happy, healthy, socially connected, and purposeful. 

Wireflows 

A series of wireframes ordered to show the flow of a person’s experience as it could be shown in a user interface. 

Wireframes

A low-fidelity, bare-bones visualization of a user interface or webpage. 


Now what?

If you’re interested in learning more about digital thriving concepts, continue with Getting Started with Digital Thriving

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