Achievement: reward for reaching certain goals in the story, including goals that might not be plot-relevant.
Active user choice: an event that is the consequence of the active choice of a player within an interactive story.
Closed Player Option: the available Player Utterances are explicitly stated to the player.
Consumable: (paid) game resource that depletes while playing and needs to be replenished (monetary transaction).
Conversion rate: percentage of skill users who have made in-skill purchases.
Discovery: visibility of a product (e.g. through prominent placement in an online store).
Fallback Intent: The Voice assistant reads the stated Player Utterances or plays back the corresponding audio files after the player repeatedly failed to say one of the stated words or synonyms.
Freemium: an Alexa Skill, Google Action or application that is free-to-play (but can have additional, paid content).
Identification: specifically the identification of the player with the player character and their choices to create high immersion.
Immersion: the player delving completely into the story and the game world to the exclusion of the world around them.
In-skill purchases (ISP): purchases that the user can make directly from within the skill, for example to unlock additional content or features.
One-time purchases: purchases that are made only once to then grant the player unrestricted access to additional content or new stories.
Open Player Choice: the player has to deduce the available Player Utterances from the scenery or situation presented to them.
Player: a user who determines the course of an interactive story on their Voice assistant device via Voice commands.
Player character: the character a player is playing within an interactive story.
Player Choice: question at the end of a story segment where the player is being offered several decisions of how the story should continue or how the player character should react. (See also closed and open Player Choice.)
Player Utterance: utterances are the specific actions available to the player at the end of a story segment to continue the story. They are presented in form of a Player Choice and have to be set for the Voice assistant.
Premium: paid Alexa Skill, Google Action or application.
Ranking: the player can compare their game success to the success of other players based on a certain game metric (e.g. money collected, time needed, enemies defeated).
Reach: describes how large an audience your product can access.
Reprompt: the Voice assistant prompts the player to make a decision or tells them that it could not understand them if the player does not answer within a certain amount of time or did not answer with one of the stated Player Utterances.
Skill: application that makes use of Voice technology.
Story path: longer, interconnected, and narratively somewhat self-contained passage in the story, often running parallel to other story paths.
Story segment: the events between two Player Choices. Story segments can be subdivided into smaller text segments for technical, narrative, or gameplay reasons.
Text segment: see story segment.
Trigger Moment: the situation a player finds themselves in when playing an interactive story, for example lying on the couch, driving in their car, or cleaning their home.
Unlockable Content: additional content in a story that a player can unlock by paying for it (or by reaching certain goals within the game).
Upsell: to encourage a user, through the use of your smaller, cheaper (or even free) products, to buy your larger, more expensive products.
Voice: technology that a user can control with their own speech to access mainly auditive online content and applications, also called skills (e.g. audiobooks, games, information).