🎮 Gaming🔤 Acronym⚪ Neutral
Spiciness
SK

⚔️DPS

/di-pi-e-seu/

A gaming acronym for “damage per second,” used in Korean gaming culture to mean how much damage a character, weapon, or build can deal over time.
DPS meaning visual explanation
🎮 Gaming culture🌀 MultipleFirst seen 1990

origin · Source

DPS spread through online RPGs, MMORPGs, raids, and competitive game communities as a shorthand for damage output. In Korea, it is often read as 디피에스 and used alongside words like 딜, 딜러, 딜량, and 딜미터기.

ex)

1
  • "This build looks flashy, but the DPS is lower than I expected."

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ex)

"We were about to lose, but our jungler totally carried the game."

🎮 Gaming culture🌀 Multiple2000

originThe term likely entered Korean internet use through PC and online game culture in the 2000s, then became especially familiar through team-based games and esports. The exact first Korean usage is hard to pin down, but by the 2010s 캐리하다, 하드캐리, and 멱살 캐리 were common beyond gaming.

ex)

"My main character got nerfed again, so the combo feels way weaker now."

🎮 Gaming culture✨ Other1997

originThe expression is commonly traced to late-1990s online game communities, especially stories around Ultima Online players saying a weakened weapon felt like a soft Nerf toy. The exact first Korean use is uncertain, but 너프 became widely used in Korean gaming communities as balance-patch language alongside 버프.

ex)

"That update gave the support character a huge buff, so everyone is using them now."

🎮 Gaming culture✨ Other2000

originThe word likely entered Korean internet use through RPGs, MMORPGs, and online game patch notes in the early 2000s. Its exact first Korean use is hard to pin down, but it spread widely as a counterpart to 너프 and later moved into everyday internet speech.

ex)

"After the patch, the fast-rush meta is back."

🎮 Gaming culture🌀 Multiple2010

originThe word comes from English meta and metagame, then spread through Korean gaming communities as a way to describe the strongest or most common strategy in the current patch or environment. The exact Korean adoption year is hard to pin down, so 2010 is an approximate marker for its wider online-game usage.

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