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First Person Shooter

description397 papers
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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

Character attachment have been studied thoroughly from the view of psychology and media researches. In game playing, the player-avatar relationship is a form of character attachment and affects a good game design as well as management... more
This paper describes the development of an end-to-end quality measurement method that allows us to quantify the perceived quality of Interactive Gaming, with an emphasis on the so-called First Person Shooter (FPS) game Quake IV. We... more
Computer games make learning fun and support learning through doing. Edutainment software tries to capitalize on this however, it has failed in reaching the levels of motivation and engagement seen in mainstream games. In this context, we... more
A pilot study was carried out which, in part, aimed to identify patterns in observational behaviour amongst players of Half Life 2, a contemporary first person shooter (FPS) game. Participants played for ten minutes in one or two... more
Multi-player online games (MOGs) have become increasingly popular on today’s Internet. Meanwhile, the IEEE 802.11 (Wi-Fi) wireless networks have been widely used. We study how well an underlying 802.11g network supports a... more
Since the inception of E-sports we have seen casual video game players develop into professionals who push the boundary of game mastery to new heights via coordinated team play. This short paper explores how a group of video game players... more
In this paper we explore the use of Hierarchical-Task-Network (HTN) representations to model strategic game AI. We will present two case studies. The first one reports on an experiment using HTNs to model strategies for Unreal Tournament®... more
Since the inception of E-sports we have seen casual video game players develop into professionals who push the boundary of game mastery to new heights via coordinated team play. This short paper explores how a group of video game players... more
An increasing amount of games is released on multiple platforms, and game designers face the challenge of integrating different interaction paradigms for console and PC users while keeping the core mechanics of a game. However, little... more
When a filmmaker makes a film with herself as a subject, she is already divided as both the subject matter of the film and the subject making the film. The two senses of the word are immediately in play - the matter and the maker - thus... more
Theorist Alexander Galloway has asserted that the subjective camera of First-Person Shooter games marks a distinct break from cinematic traditions. In this article, I suggest that the FPS camera might belong to a longer tradition of... more
ii genre vidéoludique : le survival horror. Cette étude de cas témoigne de l'applicabilité plus large de la pragmatique des effets génériques, et de la récursivité des questions de genre entre le jeu vidéo, la littérature et le cinéma.
Documentaries have increasingly used the first person, with a number of prominent filmmakers finding critical and commercial success with this intimate approach. Jewish filmmakers have particularly thrived in this genre, using it to... more
Studies have shown that regular video game use might improve cognitive and social skills. In contrast, other studies have documented the negative outcomes of excessive gaming visa -vis health and socio-professional spheres. Both positive... more
This paper provides a critical overview of the notion of genre in game studies and in the video game industry. Using the concept of genre requires one to acknowledge the recent developments of genre theory in other fields of research; one... more
The combination of psychophysiological and psychometric methods provides reliable measurements of affective user experience (UX). Understanding the nature of affective UX in interactive entertainment, especially with a focus on sonic... more
Ce dossier étudie les transformations des représentations de genre dans les jeux-vidéos de type « FPS » des années 90 à 2000 en montrant leurs conséquences sur la reproduction de ces représentations. Méthode : Les sources historiques sont... more
The present article develops the concept of selective realism to understand how design features and narrative frames of first- and third-person shooters (F/TPS) exclude attention to salient, yet unpleasant, features of warfare such as... more
Through defining cinematic subjectivity as both composite and aggregate, this article examines cinema’s Turing test – the relationship between artificial intelligence and cinema – via the case study of Hardcore Henry (2015). It does so... more
The medium of digital games employs numerous methods in creating a sense of historicity and an illusion of historical experience. These schemes vary from realistic modelling and simulation to use of archive material and discursive... more
In this introductory work we present our first approach to a computer controller player for first-person shooter videogames, where we have applied genetic algorithms in order to evolve the best dodge rules. This paper is a report of the... more
Introduction On 15 March 2019, a 28-year-old Australian man attacked two mosques in Christchurch, New Zealand. The terrorist live streamed his first shooting onto Facebook using a GoPro camera straddled to his helmet. This footage... more
This paper deals with representations of femininity in the horror themed first person shooter trilogy, F.E.A.R. By relying on post-Freudian psychoanalysis and feminist film theory, I intend to highlight the way in which the... more
... Network Quality of Experience ... Abstract—As the service requirements of network applications shift from high throughput to high media quality, interactivity, and responsiveness, the definition of QoE (Quality of Experience) has... more
This paper demonstrates the applicability of reinforcement learning for first person shooter bot artificial intelligence. Reinforcement learning is a machine learning technique where an agent learns a problem through interaction with the... more
The authors examined emotional valence-and arousal-related phasic psychophysiological responses to different violent events in the first-person shooter video game "James Bond 007: NightFire" among 36 young adults. Event-related changes in... more
Analyzing three contemporary documentaries (Andrés Di Tella's Fotografias, Sandhya Suri's I for India, and Tania Cypriano's Grandma has a Video Camera) this chapter explores the relationship between the camera and migration, arguing that... 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
We explore how expert First Person Shooter (FPS) players coordinate actions using a shared voice channel. Our findings emphasize the importance of the temporality and spatiality of these tactical verbal communications ("callouts"). From... more
Modern computer games are becoming increasingly complex and only experienced players can fully master the game controls. Accordingly, many commercial games now provide aids to simplify the player interaction. These aids are based on... more
First-person shooter robot controllers (bots) are generally rule-based expert systems written in C/C++. As such, many of the rules are parameterized with values, which are set by the software designer and finalized at compile time. The... more
In his seminal work on social contract theory, Leviathan, Thomas Hobbes described the anarchic pre-societal condition of the state of nature. In this predicament – aptly named as “the war of all against all” – people lived poor, short and... 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
On 15 March 2019, a 28-year-old Australian man attacked two mosques in Christchurch, New Zealand. The terrorist live streamed his first shooting onto Facebook using a GoPro camera straddled to his helmet. This footage resulted in a rather... more
Good artificial intelligence for strategy and first person shooter games requires tactical information. Tactical information assists agents in choosing appropriate places to place vulnerable resources, safe paths for moving through the... more
This paper inspects the concept of immersion in video games as a gradient category resulting from the degrees of interactivity and immediacy. By factoring in the objective technological affordances of media, as well as the subjective... more
The authors examined emotional valence-and arousal-related phasic psychophysiological responses to different violent events in the first-person shooter video game "James Bond 007: NightFire" among 36 young adults. Event-related changes in... more
The main sources of inspiration for the design of more engaging synthetic characters are existing psychological models of human cognition. Usually, these models, and the associated Artificial Intelligence (AI) techniques, are based on... more
First-person shooter robot controllers (bots) are generally rule-based expert systems written in C/C++. As such, many of the rules are parameterized with values, which are set by the software designer and finalized at compile time. The... more
One of the major challenges in developing techniques for realistic and high performance visualization of outdoor environments is rendering of vegetation. The issue of rendering dense foliage or forests is especially pressing in simulators... more
The introduction and popularity of the Nintendo Wii home console has brought attention to the natural mapping motion capturing controller. Using a sample that identified sports as their most frequently played video games, a mental models... more
In this paper we employ a steady state genetic algorithm to evolve different types of behaviour for bots in the Unreal Tournament 2004™ computer game. For this purpose we define three fitness functions which are based on the number of... more
Does what Susan Siegfried call ‘the rhetorics of battle painting’ still provide an effective vehicle for mediating the experience of armed conflict? This essay considers the role played by America’s Army, a multiplayer military-style... more
Since at least the arrival of 3D graphical displays in the mid-1990s, video games have employed visual perspective to make the flat computer screen appear to be a deep and immersive game world. This essay delineates the three major... more
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