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Videogame spam

Gun spamming is a phrase that originated in the early 2000's as the game first person shooter action genre really came alive with such titles as Timesplitters, Halo and Call of duty: big red one and the revolution of email and therefore easier internet spamming. It describes the act of being shot at repeatedly with the same gun until being killed or vice versa at an opponent. AI spamming is similar. It is when a group of Artificial Intelligence simulated enemy's, also known as bots or computer controlled characters, crowds a player making it impossible for him to move and killing him via melee or firing repeatedly depleting his health until dead. This situation often occurs with zombies. Another describes a similar situation where a group of enemy's converse in one spot trying to kill each other and a player seizes the opportunity and gun spam's them until dead raising his score significantly. None of these terms are used in modern day shooters due to technology evolving and as such spam is not used as much. Modern day shooters also have no or small health bars due to the increase in realism. These increases also mean that a quick 3 shot burst is all people can fire without recoil ruining aim completely and developers, taking this into account, have chosen to make this all that's needed most of the time to down a foe.
Person 1: Dude I totally rocked Timesplitters 2 on this frantic elimination match last night. It was a videogame spam fest man! I was down about 15 lives because I kept getting spammed with the soviet rifle and AI kept spamming me down tight corridors. So I stayed in open areas until they started spamming each other like crazy and I was blowing 'em down 2 at a time! No joke!

Person 2: DUDE SWEET!

Person 3: Hey guys what you talking about?

Person 2: Oh nothing much hey you done that maths homework?

Person 3: Nah lol who has? See you later yeah?

Person 2: Yeah sure

Person 1: That seemed pretty cold of you. What's the deal with you and him?

Person 2: Nothing really. He's just a complete tool. Plus he plays modern warfare 2 online all the time so he wouldn't get spamming.

Person 3: Oh he's one of those people? Fuck sake. People these days have no idea what makes a good game anymore.

Person 2: Nuff said. *hi5's person 3*
by coit105 September 9, 2010
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videogame.com

For all your FREE COOL GAMES needs for only half of your CPU power and your credcard info. Get cool maths educational videos game for free.
Play on videogame.com plz or this spider will come to ur house. Get gamez FREEEE now for FREEEEE.
by YoinkedYoink April 4, 2020
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videogame assholes

Stupid videogame faggots that constantly send in definitions of stupid videogame stuff that no one understands and no one gives a flying fuck about.
I hate those videogame assholes that suck dick for a living and have never touched a non-plastic pussy because they waste their lives playing videogames and trying to send in videogame definitions to urban dictionary.
by Kyle J. P. June 11, 2006
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videogame junk food

A videogame that does not improve or tries anything new to make it unique and stand out. It's basic and you've played something like it before. regardless, the game is still fun to play.

Keep in mind: if the game is bad, it's not videogame junk food.
"Call of Juarez Gunslinger is basically just videogame junk food."
"I know, that's why I love it."
by m'sir December 12, 2021
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Videogame Trauma

Psychological injury caused by direct, repeated exposure to highly distressing or violating content within video games, or by the social ecosystems surrounding them. This goes beyond being scared by a horror game. It includes trauma from graphic, involuntary scenes (e.g., infamous story moments involving torture or sexual violence), prolonged in-game harassment and hate raids, or the psychological manipulation of "live service" games designed to create addiction and financial stress. It also encompasses the trauma of esports or competitive grinding, where extreme pressure, social isolation, and abuse from coaches or communities lead to burnout, anxiety disorders, and shattered self-worth.
Example: A teenager spends years in a hyper-competitive League of Legends team, enduring daily screaming from a coach, racist slurs from opponents, and a schedule that destroys sleep and schoolwork. After a final, very public loss, they develop severe panic attacks at the sound of the game's music, chronic shame, and cannot engage with any form of competition. This is videogame trauma—the damage isn't from pixels, but from the very real human cruelty and exploitative systems embedded in the gaming environment.
by Dumu The Void January 27, 2026
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Videogame Trauma Syndrome

The chronic condition resulting from unresolved Videogame Trauma, characterized by a pathological relationship with interactive media and a fragmented sense of self. Symptoms include: involuntary flashbacks to in-game events, aversion to specific game genres or mechanics associated with the trauma, an inability to play games "for fun" (everything becomes a high-stakes performance or trigger), and the blurring of in-game achievements/ failures with core identity. The sufferer may also exhibit social withdrawal except through gaming, yet find that activity itself is now a source of pain, creating a paralyzing double-bind.
Example: A former World of Warcraft raider who was bullied out of their top guild for a single mistake now, years later, cannot click on any multiplayer game icon without a wave of nausea. They start single-player games but quit minutes in, consumed by a phantom sense of letting an imaginary team down. Their friends are all gamers, so they become isolated. They have videogame trauma syndrome: their primary mode of social connection and identity has become a minefield of psychological triggers, leaving them culturally homeless and chronically dysregulated.
by Dumu The Void January 27, 2026
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Videogame Psychosis

A dissociative break where the logic, rules, and perceptual framework of a video game become the operating model for reality. The individual may perceive life through a HUD (Heads-Up Display), believe they possess "save points" or extra lives, interpret social interactions as quest dialogues with binary choices, or view people as NPCs (Non-Player Characters) with limited utility. This is an extreme absorption of the gamified lens, often fueled by excessive immersion in immersive sims, VR, or augmented reality games, leading to a loss of the fundamental boundary between simulated and consensual reality.
Example: A person deep in a Elder Scrolls VR marathon begins to believe they can "quick save" before risky real-world actions. They attempt a dangerous stunt, genuinely believing they can reload. They start "level-grinding" by performing repetitive tasks to "increase stats," and talk to strangers using stilted, menu-based dialogue they think will unlock "quests." This is videogame psychosis: the architecture of the game has overwritten their understanding of physics, social interaction, and mortality.
by Dumu The Void January 27, 2026
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