Academic literature on the topic 'First Shooter Games'

Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles

Select a source type:

Consult the lists of relevant articles, books, theses, conference reports, and other scholarly sources on the topic 'First Shooter Games.'

Next to every source in the list of references, there is an 'Add to bibliography' button. Press on it, and we will generate automatically the bibliographic reference to the chosen work in the citation style you need: APA, MLA, Harvard, Chicago, Vancouver, etc.

You can also download the full text of the academic publication as pdf and read online its abstract whenever available in the metadata.

Journal articles on the topic "First Shooter Games"

1

Hariri, Behnoosh, and Shervin Shirmohammadi. "A Statistical Network Traffic Model for First-Person Shooter Games." Journal of Advances in Computer Networks 2, no. 2 (2014): 100–105. http://dx.doi.org/10.7763/jacn.2014.v2.90.

Full text
APA, Harvard, Vancouver, ISO, and other styles
2

McPartland, Michelle, and Marcus Gallagher. "Reinforcement Learning in First Person Shooter Games." IEEE Transactions on Computational Intelligence and AI in Games 3, no. 1 (2011): 43–56. http://dx.doi.org/10.1109/tciaig.2010.2100395.

Full text
APA, Harvard, Vancouver, ISO, and other styles
3

Armitage, Grenville, and Philip Branch. "Distribution of first person shooter online multiplayer games." International Journal of Advanced Media and Communication 1, no. 1 (2005): 59. http://dx.doi.org/10.1504/ijamc.2005.007723.

Full text
APA, Harvard, Vancouver, ISO, and other styles
4

Jansz, Jeroen, and Martin Tanis. "Appeal of Playing Online First Person Shooter Games." CyberPsychology & Behavior 10, no. 1 (2007): 133–36. http://dx.doi.org/10.1089/cpb.2006.9981.

Full text
APA, Harvard, Vancouver, ISO, and other styles
5

Rhee, Hae Kyung, Doo Heon Song, and Jeong Hoon Kim. "Comparative analysis of first person shooter games on game modes and weapons – military-themed, overwatch, and player unknowns’ battleground." Indonesian Journal of Electrical Engineering and Computer Science 13, no. 1 (2019): 116. http://dx.doi.org/10.11591/ijeecs.v13.i1.pp116-122.

Full text
Abstract:
First-person shooter is a video game genre centered on gun and other weapon-based combat in a first-person perspective. It is the second most favored genre among young Korean male gamers. Recently, the resurrected old-school-shooter <em>Overwatch</em> and Battle Royale style <em>Player Unknowns’ Battleground</em> enjoy a big success in Korean game market and worldwide meanwhile the military-themed games in the genre have shrunken especially in Korean market. In this paper, we take a comparative analysis on the game structures and game modes and particularly the weapon system used in the game to facilitate the player balancing in the team based combat. Two recent successful games in the genre showed different strengths over traditional military-themed first-person-shooter in this comparative study.
APA, Harvard, Vancouver, ISO, and other styles
6

Afif, Rizka Lukmana, Kodrat Iman Satoto, and Kurniawan Teguh Martono. "Perancangan PC Game First Person Shooter Menggunakan Unreal Development Kit." Jurnal Teknologi dan Sistem Komputer 2, no. 2 (2014): 149–56. http://dx.doi.org/10.14710/jtsiskom.2.2.2014.149-156.

Full text
Abstract:
The development of hardware increasing rapidly has made game developers take advantage of a variety of new resources that can improve their games. Epic games is a mature game developer who managed to make thousands game and delivered to the hands of gamers . A game engine called Unreal Engine is a big secret behind the success of Epic Games . The game engine is free if you just want to learn or just want to create a personal project and the game is not to be in comercial purposes . It is unfortunate that many students don’t even know of the existence of unreal engine , most of them make use of simpler game engine like game maker , rpg maker , fps creator , and so on. Though unreal engine is superior in any aspect other than the game engine , be it graphics , tools , mechanisms of development , flexible in export-import assets , etc . Based on this information , the author had the idea to make a first person shooter game using the unreal engine as the engine game. Before doing the develpment process, the next step is studying the literature of unreal engine and other supporting software such as 3d studio max to create 3D assets , adobe flash to create the menus , adobe photoshop to create a 2D texture and speedtree assets to create the foliage elements . The next thing is to go into the design phase of scenarios , maps, missions , characters and items that will be placed in the game. The next stage is the development and testing phase to test the game that has finished .The results of the design of this game is the realization of a first person shooter game application using unreal engine with features that can support the player 's interest in playing the game . It’s also introducing unreal engine to students who are interested in designing games.
APA, Harvard, Vancouver, ISO, and other styles
7

Claypool, Kajal T., and Mark Claypool. "On frame rate and player performance in first person shooter games." Multimedia Systems 13, no. 1 (2007): 3–17. http://dx.doi.org/10.1007/s00530-007-0081-1.

Full text
APA, Harvard, Vancouver, ISO, and other styles
8

Ashraf, Mujeeba. "Violent Video Games and Their Relation to Aggressive Behaviour in Late Childhood in Pakistan." International Journal of Cyber Behavior, Psychology and Learning 10, no. 3 (2020): 47–59. http://dx.doi.org/10.4018/ijcbpl.2020070104.

Full text
Abstract:
Most of the European and American literature suggests that playing violent video games can increase aggression in real-life situations in children, but the extent to which this is true in Pakistan is largely unknown. This is a correlational study that explored whether the amount of time spent playing violent themed video games was associated with aggressive behaviour and whether playing different kinds of violent themed video games could predict aggressive behaviour in late childhood. The sample of 100 children (mean age 13.37) was taken, and children were asked to fill in a diary when they played videogames for a week. The results revealed the time spent playing violent video games (role play, action and fighting, and first-person shooter) was positively correlated with aggression; however, only role play and first-person shooter video games were positive predictors of aggressive behaviour. Current research suggests that if children spend more than 30 minutes a day playing violent video games, their chances of learning aggressive behaviour may increase.
APA, Harvard, Vancouver, ISO, and other styles
9

Glavin, Frank G., and Michael G. Madden. "Adaptive Shooting for Bots in First Person Shooter Games Using Reinforcement Learning." IEEE Transactions on Computational Intelligence and AI in Games 7, no. 2 (2015): 180–92. http://dx.doi.org/10.1109/tciaig.2014.2363042.

Full text
APA, Harvard, Vancouver, ISO, and other styles
10

Kneer, Julia, Daniel Munko, Sabine Glock, and Gary Bente. "Defending the Doomed: Implicit Strategies Concerning Protection of First-Person Shooter Games." Cyberpsychology, Behavior, and Social Networking 15, no. 5 (2012): 251–56. http://dx.doi.org/10.1089/cyber.2011.0583.

Full text
APA, Harvard, Vancouver, ISO, and other styles
More sources

Dissertations / Theses on the topic "First Shooter Games"

1

Grimshaw, Mark Nicholas. "The Acoustic Ecology of the First-Person Shooter." The University of Waikato, 2007. http://hdl.handle.net/10289/2653.

Full text
Abstract:
This thesis contributes to the field of Game Studies by presenting the hypothesis that the player(s) and soundscape(s) in the first-person shooter (FPS) game, and the relationships between them, may be construed as an acoustic ecology. It explores the idea that the single-player FPS game acoustic ecology has the basic components of player and soundscape and that the relationships between these two lead to the creation and perception of a variety of spaces within the game world constituting a significant contributing factor to player immersion in that world. Additionally, in a multiplayer FPS game, these individual acoustic ecologies form part of a larger acoustic ecology which may be explained through autopoietic principles. There has been little written on digital game sound (much less on FPS game sound) and so the research contained within this thesis is an important contribution to the Game Studies field. Furthermore, the elaboration of the hypothesis provides insight into the role of sound in the perception of a variety of spaces in the FPS game, and player immersion in those spaces, and this has significance not only for Game Studies but also for other disciplines such as virtual environment design and the study of real-world acoustic ecologies. A text-based methodology is employed in which literature from a range of disciplines is researched for concepts relevant to the hypothesis but, where necessary, new concepts will be devised. The aim of the methodology is to construct a conceptual framework which is used to explicate the hypothesis and which may, with future refinement, be used for the study of sound in digital game genres other than FPS.
APA, Harvard, Vancouver, ISO, and other styles
2

Finnerman, T. (Tomi), and A. (Antti) Kuoppala. "The motivational landscape of first-person shooter games." Master's thesis, University of Oulu, 2014. http://jultika.oulu.fi/Record/nbnfioulu-201403131181.

Full text
Abstract:
Abstract. The purpose of this research was to gain better understanding of the motivations to play video games, particularly first-person shooter games. The aim was therefore to produce a motivational landscape that describes and categorizes the main motivations to play first-person shooter games (FPS). The study tries to expand the understanding of motivations to play. Therefore, qualitative research method was chosen for gaining a better understanding. The chosen research strategy is case study and the cases used in this study are Battlefield 3 and Counter-Strike: Global Offensive. These two cases represent popular games in FPS-genre. The empirical material was collected by using semi-structured interviews. Total of seven (7) persons were interviewed for this study. All interviewees were Finnish males (ages 22–28) that are experienced gamers. This study expands the motivation research of gaming. From the academic standpoint, the study offers an empirically grounded categorization for analyzing the motivations to play FPS-games: achievement, learning, social interaction, entertainment and escapism. The study gives structure to a complex and elusive subject of motivation, deepens the understanding of the content of the categories and reveals the underlying processes behind it. In addition, the study makes a division between intrinsic and extrinsic motivations. From managerial standpoint, the study offers comprehensive and balanced structure for evaluating games in terms of their motivational appeal and may therefore help in game development. Game developers should understand that the game needs to provide enough intrinsic motivation to keep players interested. Extrinsic motivation should be used as something that enhances the gameplay experience without destroying it. In-depth understanding of the player’s motivations to play is a vital part of every game company’s business decision-making practices. Video game companies should consider motivations to play when they design monetization models for their games. From a societal standpoint, the parents of gamers could benefit from this study by understanding more of what is actually happening when their children play FPS-games.
APA, Harvard, Vancouver, ISO, and other styles
3

Münnich, Sven. "Advanced Matchmaking for Online First Person Shooter Games using Machine Learning." Thesis, KTH, Skolan för informations- och kommunikationsteknik (ICT), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-177568.

Full text
Abstract:
Matchmaking is an essential part of many modern online multiplayer games and is used by game developers to give the players the best possible online gaming experience. However, since video games have become more complex, traditional matchmaking systems like TrueSkill have reached their limits in predicting match outcomes. An extensive literature survey on engagement and balance in video games as well as an analysis of Battlefield 4 player data showed that balance can have a significant impact on player engagement. This lays the basis for the new matchmaking approach that is presented in this thesis. It is developed for the online First Person Shooter game Battlefield 4, with the goal of increasing player engagement by balancing online multiplayer matches. The developed matchmaking system is based on regression models, which use player performance metrics to predict the balance of online multiplayer matches. The experimental evaluations of the developed models show that the quality of the prediction results are influenced by the complexity of the different game modes available in Battlefield 4. Furthermore the historical Battlefield 4 game report data, which is used for building the predictive models, shows that this complexity as well as imbalances in the game design add significant noise to balance predictions. Both evaluated regression models – Linear Regression and Multivariate Adaptive Regression Splines – showed similar prediction errors within statistically expected deviation. Additionally it is shown that both methods have significantly smaller errors than the TrueSkill system, when predicting the outcome of games in Team Death Match or Conquest mode. The features that resulted in the lowest errors are commonly used in online First Person Shooter games. Hence the findings of this thesis can not only improve the matchmaking of Battlefield 4, but also benefit other video games of the same genre.<br>Matchmaking är en viktig del av många onlinespel och används av spelutvecklare för att ge spelare en bättre spelupplevelse. På senare tid har spelen blivit mer komplexa och traditionella matchmakingsystem som TrueSkill klarar inte längre förutse utfall av matcher. Andra studier som avhandlar spelaktivitet och balans i matcher visar att spelare har ökad aktivitet om deras matcher har varit jämna. Det går även att dra samma slutsatser från speldata i Battlefield 4. Syftet med denna uppsats är att utveckla och utvärdera en ny modell för matchmaking i spelet Battlefield 4 som medför bättre balans i matcher och därmed ökar spelaktiviteten. Den utvecklade matchmaking-modellen baseras på regressionmodeller som använder historiska speldata för enskilda spelare för att förutse jämnheten i matcher. Utvärderingen av den utvecklade modellen visar att förmågan att förutse matcher beror på hur hur komplext spelläget i Battlefield 4 är. Det framgår också efter att ha tittat på historiska spelrapporter att förutom komplexiteten i spelläget så påverkar också obalans i speldesignen förmågan att förutse matcher. Båda utvärderade regressionsmodeller – linjär regression och Multivariate Adaptive Regression Splines – har liknande förmåga att förutse utfallet av matcher där ingen är signifikant bättre än den andra. Dessutom visas att båda modellerna förutser matchresultaten för spellägena Team Death Match och Conquest signifikant bättre än TrueSkill. De här spellägena är vanliga i denna typen av spel så resultaten i denna uppsats är inte isolerade till Battlefield 4 utan går att applicera på många spel i samma genre.
APA, Harvard, Vancouver, ISO, and other styles
4

Graham, Philip Mike. "Layered AI architecture for team based first person shooter video games." Thesis, University of Edinburgh, 2011. http://hdl.handle.net/1842/5044.

Full text
Abstract:
In this thesis an architecture, similar to subsumption architectures, is presented which uses low level behaviour modules, based on combinations of machine learning techniques, to create teams of autonomous agents cooperating via shared plans for interaction. The purpose of this is to perform effective single plan execution within multiple scenarios, using a modern team based first person shooter video game as the domain and visualiser. The main focus is showing that through basic machine learning mechanisms, applied in a multi-agent setting on sparse data, plans can be executed on game levels of varying size and shape without sacrificing team goals. It is also shown how different team members can perform locally sub-optimal operations which contribute to a globally better strategy by adding exploration data to the machine learning mechanisms. This contributes to the reinforcement learning problem of exploration versus exploitation, from a multi-agent perspective.
APA, Harvard, Vancouver, ISO, and other styles
5

Wei, Chen. "A novel interface for first person shooter games on personal digital assistant devices." Master's thesis, University of Cape Town, 2008. http://hdl.handle.net/11427/6368.

Full text
Abstract:
Includes abstract.<br>Includes bibliographical references (leaves 71-73).<br>The main aim of this study is to enhance the playability of games on current standard PDA devices. The newly designed interface more effectively leverages current well-established devices, which solves the problem of rapidly and accurately executing a large number of gaming commands. The outcomes of this research are beneficial for interface design of mobile applications.
APA, Harvard, Vancouver, ISO, and other styles
6

Dahlström, Erik. "Improving First-Person Shooter Player Performance With External Lighting." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-220696.

Full text
Abstract:
This thesis project focuses on the creation and usage of external light effects to accommodate the needs of competitive gamers. Prior to the creation of these light effects, the function of audio in films and games was analyzed by examining the works of Michel Chion, who is the leading scholar in studying audio-vision: the relationship between the screen and sound. Subsequently, the possible application of these theories onto the lighting domain was discussed, showing the similarities and usefulness of these two different modalities. The goal of the thesis project was to improve the gamers’ perceived and objective performance in first-person shooter games. A counterbalanced within-group study was conducted; each participant played the game Doom 3 for 25 minutes with and without light effects. Four functional and informative light effects were created to accommodate the in-game content in an attempt to improve their performance. The players were given identical instructions on how to play the game. Four Philips Hue Go lights were placed in a rectangular shape around the participant with the TV in front. An additional Philips Hue LED strip was placed behind the TV. After each session, a standardized Game Experience Questionnaire (GEQ) was used to collect data on the players’ perceived performance. In-game logs were collected to determine how the players fared in combat. A linear checkpoint system was created to judge how far the participants progressed. The GEQ data showed that the light effects improved the players perceived performance. However, the results from the in-game logs and player progression are inconclusive and not statistically significant. The identified potential reasons were the low sample size (n=14), too little practice time, potential differences in player skill and physical light positioning.<br>Detta examensarbete fokuserar på skapandet och användandet av externa ljuseffekter  för att ackommodera tävlingsinriktade gamers behov. Inför skapandet av dessa  ljuseffekter genomfördes en utforskning av ljudets funktion i film och spel genom att  analysera Michel Chions verk inom audio-vision (eng); det vill säga förhållandet mellan  bild och ljud. Fortsättningsvis diskuterades huruvida dessa teorier kunde appliceras på  domänen ljus, genom att visa på användbarheten samt de likheter som dessa två olika  modaliteter har.    Målet för examensarbetet var att förbättra gamers upplevda och objektiva prestation i  förstapersonsskjutare (eng: First Person Shooter / FPS). En motviktad användarstudie  (within-group) genomfördes. Fyra funktionella och informativa ljuseffekter skapades för  att ackommodera spelets innehåll i ett försök att förbättra spelarnas prestation. Varje  deltagare spelade FPS-spelet ​Doom 3​ i 25 minuter med och utan ljuseffekter. Spelarna fick  identiska instruktioner om spelets grunder. Fyra Philips Hue Go-lampor var utplacerade  rektangulärt runt spelaren med TVn längst fram i mitten. En ytterligare Philips Hue LED  strip var placerad bakom TVn.    Efter varje session användes ett standardiserat Game Experience Questionnaire (GEQ) för  att insamla data av spelarnas upplevda prestation. Data loggades även inifrån spelet för  att uppmäta hur spelarna presterade i strid. Ett linjärt kontrollstationssystem upprättades  för att avgöra hur långt in i spelet deltagarna nådde.    Datan från GEQ-enkäterna visade att ljuseffekterna förbättrade spelarnas upplevda  prestation. Datan från spelloggarna och kontrollstationssystemet gav ett ofullständigt  resultat och var statistiskt insignifikant. De identifierade potentiella anledningarna var det  låga antalet deltagare (n=14), för lite övningstid, skillnader i spelarfärdighet och fysisk  ljuspositionering.
APA, Harvard, Vancouver, ISO, and other styles
7

Singh, Ashish C. "Improving the survivability of agents in a first-person shooter urban combat simulation by incorporating military skills." Online access for everyone, 2007. http://www.dissertations.wsu.edu/Thesis/Fall2007/a_singh_111607.pdf.

Full text
APA, Harvard, Vancouver, ISO, and other styles
8

Krasts, Brian Janis. "An evaluation of a multitouch pointing device in 3D First-Person Shooter (FPS) games." Access to citation, abstract and download form provided by ProQuest Information and Learning Company; downloadable PDF file, 65 p, 2008. http://proquest.umi.com/pqdweb?did=1459924781&sid=13&Fmt=2&clientId=8331&RQT=309&VName=PQD.

Full text
APA, Harvard, Vancouver, ISO, and other styles
9

Meunier, Peter. "Outlines Around Targets in First Person Shooter Games and How They Affect Accuracy for Players." Thesis, Blekinge Tekniska Högskola, Institutionen för programvaruteknik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-19641.

Full text
Abstract:
Background. Visualizations are used in games to help players find and complete objectives, such as shooting all enemies or finding the hidden treasure. Different methods to do this involve outlines of various colors as well as markers floating above targets. To the best of the author’s knowledge, no research regarding how these outlines affect player performance exists. Objectives. The objective for this thesis is to find out how an outline around a target in a First Person Shooter game affects the accuracy and the shooting speed for the player. Methods. In order to collect the data a small game was developed where players completed two levels, where one had targets with outlines while the targets on the other level did not. The metrics for the experiment include time to shoot and distance from the center of the target to where the shot lands. Time to shoot is also used to get the time to re-shoot, if the previous shot missed the target. Results. The data collected during the experiment show that having an outline around a target lowers the time needed for players to shoot at it, both when it first shows up but also if the first shot missed and the player must shoot again. Having an outline also lowers the accuracy, with more misses and a longer distance from the point where a shot landed to the center of the targets. The results are statistically significant. Conclusions. Having outlines might help players find targets faster, at the cost of accuracy. However, more research is needed regarding the different aspects of the outline.<br>Bakgrund. Visualiseringar används i spel för att hjälpa spelare att hitta och slutföra objekt, så som att skjuta alla fiender eller hitta den gömda skatten. Olika metoder för att göra detta är bland annat outlines, en aura runt ett objekt, i olika färger och markörer som flyter ovanför mål. Dock så har det inte hittats någon forskning om hur dessa outlines påverkar spelarnas prestation. Syfte. Målet med denna tes är att ta reda på hur en outline runt ett mål i ett spel av genren First Person Shooter påverkar träffsäkerheten och skjuthastigheten för spelaren. Metod. För att samla ihop datan som behövdes utvecklades ett litet spel där spelare spelade två nivåer, där en hade outlines och den andra inte hade det. För att kunna jämföra resultatet används tiden till skott samt avståndet mellan målets mittpunkt och positionen där ett skott landade. Tiden till skott används även för att få tidenför att skjuta igen, om det förra skottet missade måltavlan. Resultat. Datan som samlades in under experimentet visar att om det finns en outline runt en måltavla minskade tiden som en spelare behövde för att skjuta, både när målet först dök upp och om första skottet missade och spelaren behövde skjuta igen. Att ha en outline minskade även träffsäkerheten hos spelarna, med fler missade skott och en längre sträcka från punkten där skottet träffade till mitten av målet. Datan är statistiskt signifikant. Slutsatser. Att ha outlines hjälper spelare att skjuta snabbare, till kostnad av en lägre träffsäkerhet. Dock behövs mer forskning gällande de olika aspekterna av outlines.
APA, Harvard, Vancouver, ISO, and other styles
10

Bennett, James Henry. "How realistically can contemporary platoon-level infantry combat be simulated using First-Person Shooter (FPS) video games?" Thesis, King's College London (University of London), 2017. https://kclpure.kcl.ac.uk/portal/en/theses/how-realistically-can-contemporary-platoonlevel-infantry-combat-be-simulated-using-firstperson-shooter-fps-video-games(f1b605aa-1b85-46c9-832c-a8f1e9633c6a).html.

Full text
Abstract:
This research thesis investigates the degree to which first-person computer games are capable of simulating tactical infantry engagements, with a view to enhancing their utility for future infantry training and informing subsequent academic and military studies. This field of research is becoming increasingly relevant within the modern military establishment, as budget cuts brought about by the general economic downturn are compelling armed forces to seek more cost effective methods of training soldiers. Because modern games are highly technologically advanced and costly to develop as stand-alone products, the usage of Commercial Off-The-Shelf (COTS) video games as training aids is becoming increasingly common. Since these games have applications in both the military and commercial spheres, developers are able to try to obtain double value by selling them concurrently to both markets. The innate tension between realism and entertainment inevitably leads to compromises in the verisimilitude of the product, and this thesis argues that achieving such double value is tenable only in relation to specific aspects of infantry training. There has been little academic research to date examining the effectiveness of COTS game usage within the military, largely due to their recent development and acceptance as legitimate training tools. However, three main strands of related research undertaken by two distinct professions have been identified: Militaries have invested considerable resources into understanding infantry combat modelling and dynamics, and to a lesser extent how bespoke virtual environments can be employed to enhance training regimes, while social scientists have assessed the characteristics inherent to simulated environments in order to examine psychological immersion. This thesis will link together – and expand upon – these areas of research, which examine hitherto discrete aspects of commercial video games and military simulations. Combining these approaches will provide an evaluation of how realistic commercial game products are from a military perspective, in conjunction with an examination of their relationship to the sociological aspects of the intent of the designers and needs of the market. This will pave the way for an assessment of how successfully COTS video games can be adapted to suit the needs of armed forces, specifically in relation to creating combat environments suitable for training infantry soldiers in particular aspects of combat. This research will bridge the gap between the professional military and simulation communities, equipping simulation professionals with an understanding of combat, and military professionals with the skills to utilise First-Person Shooter (FPS) environments effectively as training tools.
APA, Harvard, Vancouver, ISO, and other styles
More sources

Books on the topic "First Shooter Games"

1

First person shooter. Nick Hern, 2010.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
2

Acclaim Entertainment, Joseph Caponsacco, and Andrew Roberts. Forsaken 64: Official Strategy Guide. Acclaim Entertainment, Incorporated, 1998.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
3

Wessel, Craig. Duke Nukem 64: Official Strategy Guide. GW Press, 1997.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
4

Durgala, Michael, Rob Brown, and Robert E. Waring. Shadow Warrior: The Complete Survival Guide. Sandwich Islands Pububliching Company, Limited, 1997.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
5

Acclaim Entertainment. Armorines: Official Acclaim Strategy Guide. Acclaim Entertainment, Incorporated, 1999.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
6

Pcs. Doom 64: Official Game Secrets. 6th ed. Prima Games, 1997.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
7

Acclaim Entertainment. Turok: Rage Wars, Official Acclaim Strategy Guide. Acclaim Entertainment, Incorporated, 1999.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
8

WARING. Official Doom Player's Guide: For the Super NES. BradyGames, 1995.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
9

Green, Mark, ed. Perfect Dark: Unofficial Strategy Guide. Future Publishing, Limited, 2000.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
10

Marcus, Phillip, and Duke Nukem. Duke Nukem: Zero Hour, Official Strategy Guide. GW Press, 1999.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
More sources

Book chapters on the topic "First Shooter Games"

1

Chin, Robert. "First-Person Shooter Game Framework." In Beginning iOS 3D Unreal Games Development. Apress, 2012. http://dx.doi.org/10.1007/978-1-4302-4036-5_10.

Full text
APA, Harvard, Vancouver, ISO, and other styles
2

Li, Zhi, Hugh Melvin, Rasa Bruzgiene, Peter Pocta, Lea Skorin-Kapov, and Andrej Zgank. "Lag Compensation for First-Person Shooter Games in Cloud Gaming." In Lecture Notes in Computer Science. Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-90415-3_5.

Full text
APA, Harvard, Vancouver, ISO, and other styles
3

Saari, Timo, Marko Turpeinen, Kai Kuikkaniemi, Ilkka Kosunen, and Niklas Ravaja. "Emotionally Adapted Games – An Example of a First Person Shooter." In Human-Computer Interaction. Interacting in Various Application Domains. Springer Berlin Heidelberg, 2009. http://dx.doi.org/10.1007/978-3-642-02583-9_45.

Full text
APA, Harvard, Vancouver, ISO, and other styles
4

Petrakis, Stelios, and Anastasios Tefas. "Neural Networks Training for Weapon Selection in First-Person Shooter Games." In Artificial Neural Networks – ICANN 2010. Springer Berlin Heidelberg, 2010. http://dx.doi.org/10.1007/978-3-642-15825-4_55.

Full text
APA, Harvard, Vancouver, ISO, and other styles
5

Dawes, Mark, and Richard Hall. "Towards Using First-Person Shooter Computer Games as an Artificial Intelligence Testbed." In Lecture Notes in Computer Science. Springer Berlin Heidelberg, 2005. http://dx.doi.org/10.1007/11552413_40.

Full text
APA, Harvard, Vancouver, ISO, and other styles
6

Sko, Torben, Henry Gardner, and Michael Martin. "Studying a Head Tracking Technique for First-Person-Shooter Games in a Home Setting." In Human-Computer Interaction – INTERACT 2013. Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-40498-6_18.

Full text
APA, Harvard, Vancouver, ISO, and other styles
7

Sun, Yibo, Adil Khan, Kai Yang, Jiang Feng, and Shaohui Liu. "Playing First-Person-Shooter Games with A3C-Anticipator Network Based Agents Using Reinforcement Learning." In Lecture Notes in Computer Science. Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-24268-8_43.

Full text
APA, Harvard, Vancouver, ISO, and other styles
8

Takoordyal, Kishan. "Building Our First Android Game: Sphere Shooter." In Beginning Unity Android Game Development. Apress, 2020. http://dx.doi.org/10.1007/978-1-4842-6002-9_5.

Full text
APA, Harvard, Vancouver, ISO, and other styles
9

McPartland, Michelle, and Marcus Gallagher. "Game Designers Training First Person Shooter Bots." In Lecture Notes in Computer Science. Springer Berlin Heidelberg, 2012. http://dx.doi.org/10.1007/978-3-642-35101-3_34.

Full text
APA, Harvard, Vancouver, ISO, and other styles
10

Kronis, Christoforos, Andreas Konstantinidis, and Harris Papadopoulos. "Human-Like Agents for a Smartphone First Person Shooter Game Using Crowdsourced Data." In IFIP Advances in Information and Communication Technology. Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-41142-7_17.

Full text
APA, Harvard, Vancouver, ISO, and other styles

Conference papers on the topic "First Shooter Games"

1

Giusti, Robert, Kenneth Hullett, and Jim Whitehead. "Weapon design patterns in shooter games." In the First Workshop. ACM Press, 2012. http://dx.doi.org/10.1145/2427116.2427119.

Full text
APA, Harvard, Vancouver, ISO, and other styles
2

Rivera, Gabriel, Kenneth Hullett, and Jim Whitehead. "Enemy NPC design patterns in shooter games." In the First Workshop. ACM Press, 2012. http://dx.doi.org/10.1145/2427116.2427122.

Full text
APA, Harvard, Vancouver, ISO, and other styles
3

Tan, Swee Ann, William Lau, and Allan Loh. "Networked game mobility model for first-person-shooter games." In 4th ACM SIGCOMM workshop. ACM Press, 2005. http://dx.doi.org/10.1145/1103599.1103601.

Full text
APA, Harvard, Vancouver, ISO, and other styles
4

McPartland, Michelle, and Marcus Gallagher. "Interactively training first person shooter bots." In 2012 IEEE Conference on Computational Intelligence and Games (CIG). IEEE, 2012. http://dx.doi.org/10.1109/cig.2012.6374149.

Full text
APA, Harvard, Vancouver, ISO, and other styles
5

Roman, Fernando, Anderson Maciel, and Luciana Nedel. "Desktop-CAVE for First Person Shooter Games." In 2010 Brazilian Symposium on Games and Digital Entertainment (SBGAMES). IEEE, 2010. http://dx.doi.org/10.1109/sbgames.2010.18.

Full text
APA, Harvard, Vancouver, ISO, and other styles
6

Tang, Anthony, Jonathan Massey, Nelson Wong, Derek Reilly, and W. Keith Edwards. "Verbal coordination in first person shooter games." In the ACM 2012 conference. ACM Press, 2012. http://dx.doi.org/10.1145/2145204.2145292.

Full text
APA, Harvard, Vancouver, ISO, and other styles
7

Diaz, Robinson, John Prieto, Jeferson Pardo, et al. "Development of a first person shooter game controller." In 2015 IEEE Games Entertainment Media Conference (GEM). IEEE, 2015. http://dx.doi.org/10.1109/gem.2015.7377253.

Full text
APA, Harvard, Vancouver, ISO, and other styles
8

Aitchison, Matthew. "Optimal Use of Experience in First Person Shooter Environments." In 2019 IEEE Conference on Games (CoG). IEEE, 2019. http://dx.doi.org/10.1109/cig.2019.8848049.

Full text
APA, Harvard, Vancouver, ISO, and other styles
9

Miles, Jonathan, and Tony C. Smith. "Fully-Adaptive bots for First-Person Shooter Games." In Annual International Conferences on Computer Games, Multimedia and Allied Technology. Global Science & Technology Forum (GSTF), 2010. http://dx.doi.org/10.5176/978-981-08-5480-5_077.

Full text
APA, Harvard, Vancouver, ISO, and other styles
10

Degrande, N., D. De Vleeschauwer, R. E. Kooij, and M. R. H. Mandjes. "Modeling ping times in first person shooter games." In the 2006 ACM CoNEXT conference. ACM Press, 2006. http://dx.doi.org/10.1145/1368436.1368456.

Full text
APA, Harvard, Vancouver, ISO, and other styles
We offer discounts on all premium plans for authors whose works are included in thematic literature selections. Contact us to get a unique promo code!

To the bibliography