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First Person Shooter

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lightbulbAbout this topic
First Person Shooter (FPS) is a genre of video games characterized by a first-person perspective, where players experience gameplay through the eyes of the protagonist. The primary focus is on gun and projectile weapon-based combat, often involving strategic movement and teamwork in various environments.
lightbulbAbout this topic
First Person Shooter (FPS) is a genre of video games characterized by a first-person perspective, where players experience gameplay through the eyes of the protagonist. The primary focus is on gun and projectile weapon-based combat, often involving strategic movement and teamwork in various environments.

Key research themes

1. How can network and system latency reduction improve real-time first-person shooter (FPS) gameplay experience and performance, especially in mobile and competitive settings?

This theme explores the critical impact of network infrastructure and local system latencies on the playability, quality of experience, and competitive performance in FPS games. It is significant because FPS games have stringent real-time requirements and minimal latency is essential for responsiveness, fairness, and player satisfaction. Research in this area evaluates technological solutions like 802.11 access points extended via vehicular ad-hoc networks (VANETs) in mobile scenarios, as well as quantifies latency-performance relationships in esports contexts.

Key finding: This study demonstrates that 802.11 wireless access points can provide acceptable quality of service (QoS) for real-time FPS gaming inside moving vehicles, and proposes extending coverage via vehicular-to-vehicular (V2V)... Read more
Key finding: A rigorous user study with 43 experienced Counter-Strike: Global Offensive (CS:GO) players quantified how small reductions (10ms) in local system latency improve player accuracy (+0.8%) and score (+1.2 points), significant in... Read more

2. What are the implications of player-avatar relationships and identity constructions in team-based FPS games, and how do player roles influence attachment, enjoyment, and behavior?

Research in this theme examines the psychological and sociocultural dimensions of character attachment and identity within FPS games, focusing specifically on team-based multiplayer environments. This includes how players perceive and relate to their avatars depending on their roles (attacker, defender, supporter), how gender differences affect performance and enjoyment, and how military-themed contexts shape in-game military identities. These insights matter for game design, player retention, avatar customization, and understanding social dynamics in online FPS communities.

Key finding: The paper reveals differential patterns of player-avatar relationships in the team-based FPS genre tied to player roles. Attackers tend to perceive avatars as objects or tools, defenders more often see avatars as ‘others’... Read more
Key finding: This mixed-methods study finds that while men’s enjoyment of FPS gameplay was largely independent of game performance, women’s enjoyment was strongly contingent upon both objective and subjective performance metrics. Women... Read more
Key finding: Through ethnographic data in vocational esports education contexts, this research highlights how players construct military identities in CS:GO, balancing educational/training frames and competitive gameplay. It identifies... Read more

3. How do UI design paradigms and game content affect player immersion, experience modeling, and perceptions of realism in first-person shooters?

This research stream investigates the role of in-game information displays (heads-up displays versus diegetic/spatial representations), player experience modeling for personalization, and the selective framing of war and violence in FPS games. It includes studies on how FPS aesthetics influence player moral and ethical perceptions, the customization of difficulty through resource adjustments, and the adaptive generation of content based on affective states. Understanding these elements guides immersive design that balances gameplay effectiveness, narrative framing, and ethical considerations.

Key finding: Through four targeted experiments, the authors demonstrate that no single information display type universally excels across FPS tasks. Diegetic/spatial displays yielded superior performance for ammunition monitoring,... Read more
Key finding: This work applies a data-driven methodology combining gameplay context parameters, player behavior metrics, and self-reported affective states to construct predictive models of player experience in a single-player FPS game... Read more
Key finding: The article introduces ‘selective realism’ as a concept to characterize FPS war games’ deliberate inclusion and exclusion of war aspects, filtering out traumatic, psychological, and sociopolitical consequences to present a... Read more

All papers in First Person Shooter

In Perron's edited compendium of essays regarding horror video games subtitled Essays on the Fusion of Fear and Play (2009), much of the argumentation orbits debate regarding the definition and creation of the experience of horror... more
While virtual reality and 3D interaction open new prospects for musical performance, existing immersive virtual instruments are often limited to single process instruments or musical navigation tools. We believe that immersive virtual... more
This paper presents an interactive genetic algorithm for generating a human-like autonomous player (bot) for the game Unreal Tournament 2004. It is based on a bot modelled from the knowledge of an expert human player. The algorithm... more
This study investigated the effects of video game play on aggression. Using the General Aggression Model, as applied to video games by this study measured physiological arousal, state hostility, and how aggressively participants would... more
Artificial Intelligence (AI) has rapidly evolved with various approaches to handling complex and uncertain data. One promising approach is the combination of Extension Neural Networks (ENN) and fuzzy logic. ENN, developed by , integrates... more
Intelligent systems are AI (Artificial Intelligence) programs that combine a knowledge base with an inference engine. This is a high-level specialized software or high-level programming language. Intelligent systems can adopt a small part... more
First-person shooter (FPS) games are a genre in which players immerse themselves in a virtual world from a first-person perspective and compete against others. While both mouse and gamepad are commonly used as input devices in FPS games,... more
Background: Violent content in video games evokes many concerns but there is little research concerning its rewarding aspects. It was demonstrated that playing a video game leads to striatal dopamine release. It is unclear, however, which... more
Background: Violent content in video games evokes many concerns but there is little research concerning its rewarding aspects. It was demonstrated that playing a video game leads to striatal dopamine release. It is unclear, however, which... more
Français : ce papier, présenté à l'occasion du colloque « Jeu de Rôle 2017: Engagements et Résistances » organisé par l'Université Paris 13, se veut une forme de panorama rapide des courants et pratiques visant à faire du jeu de rôle une... more
Français : ce papier, présenté à l'occasion du colloque « Jeu de Rôle 2017: Engagements et Résistances » organisé par l'Université Paris 13, se veut une forme de panorama rapide des courants et pratiques visant à faire du jeu de rôle une... more
Background: Violent content in video games evokes many concerns but there is little research concerning its rewarding aspects. It was demonstrated that playing a video game leads to striatal dopamine release. It is unclear, however, which... more
In this paper, we describe a methodology for capturing player experience while interacting with a game and we present a data-driven approach for modeling this interaction. We believe the best way to adapt games to a specific player is to... more
This master’s thesis proposes to establish a theoretical framework in order to understand the subjective experience arising in a violent videogame, namely the aesthetic of videoludic violence. To do so, we will adapt a definition of... more
A new view on action video games has been evolving in the sphere of experimental psychology. Providing hand–eye coordination challenges, training with such types of games might allow the enhancement of different cognitive skills. Defining... more
This paper examines David Vilaseca’s Els homes i els dies from a Foucauldian perspective, applying Foucault’s concept of “technologies of the self” to queer diary writing and establishing a dialogue with Vilaseca’s own theoretical oeuvre.... more
First Person Shooter Games (FPSG) such as Counter Strike are often the subject of public concern. Surprisingly, there is no published research available about playing these games. We conducted an exploratory Internet survey (n 5 751) in... more
The perception of a virtual environment depends on the user and the task the user is currently perform- ing in that environment. Models of the human vi- sual system can thus be exploited to significantly reduce computational time ...
Ce texte se propose d’étudier la production de jeux vidéo du studio montréalais Red Barrels afin d’en saisir la richesse et l’exemplarité au sein du récent renouveau de l’horreur vidéoludique qui s’est opéré à travers une articulation du... more
Meta-analytic studies have concluded that although training improves spatial cognition in both sexes, the male advantage generally persists. However, because some studies run counter to this pattern, a closer examination of the anomaly is... more
Games arguably have the most impressive success of any computer-based application and it would be useful to be able to extract some of the successful features of games for use in different application areas. Whilst games are clearly a... more
Cet article est la version française d'un chapitre publié en espagnol (mis en ligne avec l'accord de l'éditeur), dont la référence est la suivante : Genvo S. (2021), « Teorías y práctica de los juegos expresivos » in : A.C. Moreno, A.... more
This study investigates the physiological responses to violent media by examining changes in heart rate, skin conductance, and facial electromyography (EMG). A sample of 25 participants (n=25) was exposed to two types of media: one... more
To date, little has been written on digital game sound as Games Studies has almost exclusively treated and discussed digital games as a visual medium. This paper explores how sound possesses the ability to create perceptions of a variety... more
INDONESIA: Perkembangan dunia Game dari masa ke masa terus mengalami perkembangan, hingga kini bermunculan beberapa genre game dari yang sangat sederhana berbentuk text hingga yang memiliki bentuk animasi 3D. Game Tower defense merupakan... more
Texts for translation are nowadays more and more numerous, while people making translations for professional purposes or otherwise do not always have training in the field of translation and traductology. Therefore, it is frequently that... more
Games arguably have the most impressive success of any computer-based application and it would be useful to be able to extract some of the successful features of games for use in different application areas. Whilst games are clearly a... more
AI planning techniques are beginning to find use in a number of practical planning domains. However, the backward-chaining and partial-order-planning control strategies traditionally used in AI planning systems are not necessarily the... more
Ce mémoire, au croisement de la littérature comparée, des humanités numériques et des <em>game studies</em>, compare les caractéristiques narratives des romans d'aventures et de deux jeux vidéo, dit... more
The increasing importance and employment of usability testing has heightened the need for a careful and extensive study of usability evaluation methods and tools available. Usability testing provides a means for understanding the real... more
Keberadaan Non Player Character (NPC) dalam suatu game merupakan salah satu faktor penting dalam menentukan game itu menarik atau tidak. Jika tidak ada NPC yang cerdas dimana NPC tidak bersifat adaptif, reaktif dan otonom maka game... more
The first-person shooter (FPS), with its subjective view point and relentless action, gives its players an intense, often violent, virtual experience. There has been considerable debate about the effects of this mediated experience. Of... more
Game First Person Shooter (FPS) merupakan sebuah game yang banyak disukai oleh masyarakat luas. Game ini memiliki sudut pandang orang pertama sehingga para user dapat merasakan pengalaman bermain yang lebih baik lagi. Banyak sekali game... more
Problem-based learning is an instructional strategy that emphasizes the accumulation and development of knowledge via an active and experiential based approach to solving problems. This pedagogical framework can be instantiated using... more
Pathfinding in video games is crucial for creating immersive and challenging gameplay experiences, particularly in horror games where NPC behavior greatly contributes to atmosphere and tension. The Bellman-Ford algorithm, known for its... more
Interactive training is a technique that allows humans to guide a learning algorithm. This technique is well suited to training first person shooter bots as it allows game designers to iterate a range of behaviors in real-time. This paper... more
At Aalborg University's department of Medialogy, we are utilizing the Problem Based Learning method to encourage students to solve game design problems by pushing the boundaries and designing innovative games. This paper is concerned with... more
This 18th issue of Sciences du jeu is the culmination of a scientific exploration throughout the theoretical territory of noise where several notions coexist such as chaos, interference, parasites, subversion, accident, errors,... more
Interactive computer game logs show the potential for use as replacement for time-consuming supervisory learning processes for embodied, situated agents. However, due to the inherent nature of the data in the logs themselves, for the time... more
This paper presents an evaluation of the suitability of reinforcement learning (RL) algorithms to perform the task of micro-managing combat units in the commercial real-time strategy (RTS) game StarCraft:Broodwar (SC:BW). The applied... more
Multiplayer online battle arena (MOBA), the most popular video game genre, has increased in terms of the number of users online. This increase in popularity depicts the in-game immersion in MOBA games, which determines Flow experience.... more
We address the problem of automatically designing maps for first-person shooter (FPS) games. An efficient solution to this procedural content generation (PCG) problem could allow the design of FPS games of lower development cost with... more
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