As I work to connect my ideas to improv theory, I decided it was time to define those terms for people who are not a part of the improv community.  These are my personal definitions from the Justin school of improvisation; these are not universal improv definitions!

“Yes and”:  The idea that any item put into the scene by an improviser would be accepted and then added to by the other improvisers on stage.  To me this is the backbone of positivity which all improvisation is built upon.  Example: If the first improviser said we are on the moon, the second improviser would say yes we are on the moon, and I am excited to go for a joy ride on the moon rover.

Game:  This is the patterns or sequences improvisers play in a scene.  Sometimes this is recognized as the funny thing in the scene, and the patterns improvisers use to exaggerate or play out those ideas.

Play:  When improvisers are on stage, this is what they call acting or being in the scene.  Improvisation is meant to be fun and when it is fun for the improvisers it is even more fun for the audience.  This recognizes that the goal of all improv scenes is to have fun on stage!

Gift or Pimp:  This is when you give a fellow improviser something they can use to create a funny moment.  This could be many things like giving someone an accent, character name, or a fun idea they can use to play the game.

Heightening:  With every move on the improv stage it is important to add on to the action in a positive way, and more importantly the improviser needs to take the action to the next level.  This is the recognition that every line of dialogue is important and the best way to drive the action further is to heighten the current action.

Bold Choices:  This is my central process to creating great improv.  When improvisers receive a suggestion or are presented with an idea, they need to add an unexpected retort or put a twist on what is happening.