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1

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

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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.
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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.

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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.
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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.

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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.
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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.

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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.
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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.

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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.
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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.

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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.
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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.

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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.

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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.

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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.
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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.

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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.
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Andersson, Emma. "Eye tracking complemented HUD for video games : A perception evaluation of information display in FPS games." Thesis, Blekinge Tekniska Högskola, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-20848.

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Background. The heads-up display (HUD) is a useful tool for displaying information to the player in a game, but the HUD is not a part of the game world. This could take away from the desired experience of the game and block important parts of the main action screen. To counteract this the HUD mostly occupies the edges of the screen and avoids drawing the player’s attention away from the main action scene except when it has important information for the player. Only having the HUD visible when it has important information to the player could remove the distraction of the HUD while keeping all the benefits of having one. Objectives. By using eye tracking to complement the HUD, the HUD can be invisible when the player does not use it, and change how the information is presented depending on where the player is looking. By creating a first-person shooter (FPS) game with a HUD complemented by eye tracking, then comparing it to how a normal HUD differed in terms of visibility and clutter, using a survey. Methods. The game was created using the Tobii Unity SDK and modifying the FPS demo scene. To create the gaze sensitive HUD three scripts were created to produce the finished result. Giving the HUD the ability to make all HUD elements invisible and able to appear after passing a specific value or when the element has new information, the HUD also has the ability to present information close to the player’s gaze point in the of notifications. The game was then presented to the participants in the form of two videos one using the normal HUD and one using the gaze sensitive HUD. After watching the partisans answered a survey related to the videos. Results. The gaze-based HUD was generally on par with the normal HUD. The most noticeable significant difference being that the normal HUDs ammunition counter and health bar was proffered over a less visible one. Conclusions. From the results gathered having a gaze-based HUD does not make it harder to notify the player of important information and dos not make the HUD less cluttered, compared to a normal HUD, but there is a difference between them.
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Radsby, Christoffer, and Christian Djurberg. "Försjunken i den digitala spelvärlden : ett forskningsarbete om inlevelse i first-person shooters." Thesis, University of Kalmar, School of Communication and Design, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:hik:diva-1937.

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<p>Inlevelse i den digitala spelvärlden är ett utspritt begrepp bland spelare och spelutvecklare, men har termen samma innebörd för alla. Detta forskningsarbete tar upp tidigare forskning inom ämnet inlevelse i digitala spel men också vad spelare idag anser om termen och vilka faktorer de anser är viktiga att fokusera på när man vill skapa ett inlevelserikt spel i genren first-person shooter. Genom en litteraturundersökning av tidigare forskning samt en enkätundersökning framgår det att inlevelse kan delas in i tre olika nivåer: involvering, försjunkning och total inlevelse. Forskningsarbetet bekräftar tidigare forskning på området och för ämnet om inlevelse i first-person shooter genren vidare, där inlevelsen styrs av spelelementens fyra pelare: estetik, spelmekanik, story och teknik men är också högst beroende av en spelares personlighet, mentalitet och inställning till det spel denne spelar. Enkätundersökningen pekar också på ytterligare faktorer som kan stärka respektive hämma inlevelsen i FPS.</p><br><p>The term immersion is widely used in the video game industry, but there is still a lack of signs on what immersion really is, or if people are using the term with the same meaning behind it. This paper describes previous research relating to the subject but also what gamers think about immersion, and what different factors that they deem important to focus on when creating an immersive digital video game in the first-person-shooter genre. With research of previous work in the field and a survey on immersion showed that immersion can be seen in three different levels: engagement, engrossment and total immersion. This research paper confirms previous research in the field and moves the research of immersion in first-person shooters forward, where immersion is governed by the four pillars of game elements: aesthetics, game mechanics, story and technology but is also highly influenced by the gamers personality, mentality and attitude towards the game the gamer is playing. The research paper also indicates other elements which can enhance or limit the feeling of immersion in FPS.</p>
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Flensburg, Allan, and Simon Nilsson. "Player-Driven UI Design for FPS-Games." Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20143.

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This paper explores the appeal of customizable user interfaces (UI) in video games, and the choices players make when this option is available to them. In the video game industry at present, players aren't given much choice in regards to the UI, even though it is usually a vital element that will support them throughout their whole experience. To determine the value of customizable UIs, players were provided a testing environment with tools that allowed them to modify their UI, and quantitative data was collected during this test. A qualitative study has also been conducted with a focus on the players attitude towards the subject. The results of the study show a high favor for UI customization among the players. It does however show that players are split on several aspects within the topic and further research is required. This can hopefully lead to developers adapting more uses of user experience (UX) and implementing UI customization within their games.
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Rudvi, Emil. "Digital Game Mechanics : to create an analog board game prototype." Thesis, Blekinge Tekniska Högskola, Sektionen för datavetenskap och kommunikation, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-3282.

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Analog games misses a lot of quick games in terms of game time and play time in the FPS genre. This genre often takes more time to play in an analog game. Could the game play become quicker by examining the different game mechanics in order to give the players a smoother game play by a reduction of downtime. Game mechanics that could be found in a digital FPS game such as Doom III, were converted to a prototype. These digital gameplay mechanics were converted so that an analog game could be played simultaneously. These game mechanics decrease the game time and down time in a way that a game using a turn based game order would not. The digital game Doom III was used to create the prototype and eight analog games of different types and genres were examined to collect more unique game mechanics. All were suited for a multiplayer type of gameplay. To get an understanding of what game elements were well liked in both digital and analog games, a questionnaire was created with twelve questions. The participants answered questions on the subjects of their favourite genre, missing game mechanics in both digital and analog games, well liked game mechanics, and also what the participants thought was impossible to create in a game in terms of game mechanics. The results of both the analysis of the eight analog games and the answers from the participants created the base plan for the development of the prototype focusing on low downtime, re-playability, and an average amount of luck. Several game mechanics were discussed and some of them were play tested. This resulted in keeping some game mechanics while others were removed because these game mechanics did not provide a rewarding gameplay. Several game mechanics were nearly impossible to implement without the use of a digital representation. An example on this type of issue was the first person view in the digital game. The perception of skill based game mechanics could be moved to an analog board game but would have to be determined by other game mechanics instead of the player’s physical capabilities. The conclusion lead to a prototype that could be played in an hour, which is a low game time for games in this genre. The FPS gameplay mechanics was converted to an analog game, but all game mechanics could not be transferred to the prototype without a conversion.<br>Gränsvägen 29 372 37 Ronneby Phone +46(0)708 35 04 45
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Hellqvist, Max, and Herman Härjeström. "Measuring the Impact of Heads-Up Display on Player Experience in FPS Games." Thesis, Södertörns högskola, Medieteknik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-32533.

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In this study, we investigate the effect of Heads-Up Display on player experience and performance when playing the first person shooter games Battlefield 1 and Battlefield 4. Participants played a mission twice, once with Heads-Up Display and once without. After each session, the participant answered a PENS questionnaire. The amount of enemies killed and the amount of times the player character died during the session was recorded. No significant differences were found other than that the participants who answered that they only played first person shooter games a few times every month killed more enemies with the Heads-Up Display active, and that the overall amount of kills was generally lower when the Heads-Up Display was active.<br>Denna studie undersökte effekten av Heads-Up Display på spelupplevelsen samt spelarens prestationer i förstapersonsskjutspelen Battlefield 1 och Battlefield 4. Deltagarna spelade ett uppdrag två gånger, en gång med Heads-Up Display och en gång utan. Efter varje spelomgång svarade deltagarna på ett PENS-frågeformulär. Antalet eliminerade fiender samt antalet gånger spelkaraktären dog noterades.  Inga tydliga skillnader framkom mer än att deltagarna som svarat att de spelade förstapersonskjutspel några gånger i månaden lyckades eliminera fler fiender när Heads-Up Display var aktiverat, samt att antalet eliminerade fiender var allmänt lägre när Heads-Up Display var aktiverat.
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W, Andersson Joakim, and Pontus Hassis. "Barriers To Entry For New PlayersIn First-Person Games : The issues that new players encounter and possible ways to solve them." Thesis, Uppsala universitet, Institutionen för speldesign, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-323545.

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This paper studies how new players approach first-person games using a controller. By observingthe behaviour of five mostly inexperienced individuals as they play through the first few levelsof the game Portal 2 , the following patterns for barriers to entry can be observed:The game presumes common knowledge of its player that new players lack.Uninitiated have a hard time using buttons and sticks simultaneously for complicatedmaneuvers.New players primarily use the buttons that they can see with a casual glance, causingsome buttons to be less used.Misunderstanding due to not clearly have been shown possibilities in the gameworld.New players are unaware of the Options menu.Players find navigation and orientation difficult when lacking all the senses of a physicalbody.The fear of not being good enough causes distress.Players find it a waste of time to redo previously conquered challenges or not makingprogress fast enough.The paper then discusses possible solutions to these problems.<br>Denna rapport studerar hur nya spelare närmar sig förstapersonsspel som kontrolleras medhandkontroll. Genom att observera beteendet hos fem till mestadels oerfarna individer medan despelar igenom några av de första få banorna i spelet Portal 2 kan följande mönster som hindrardem från att börja spela urskiljas:Spelet förutsätter att dess spelare har en gemensam allmän kunskap. Kunskap som nyaspelare saknar.Oinvigda har svårt att använda både knappar och spakar simultant för att utförakomplicerade manövrar.Nya spelare använder primärt knapparna som de kan se vid en flyktig blick, vilketorsakar att vissa knappar blir mindre frekvent använda än andra.Missförstånd på grund av att icke klart och tydligt blivit meddelade spelvärldenmöjligheter.Nya spelare är omedvetna om Options-menyn.Spelare finner att röra sig i spelvärlden är svårt när de inte har tillgång till alla sinnen enfysisk kropp har.Rädslan för att inte vara bra nog orsakar oro.Spelare finner att det är slöseri med tid att göra om tidigare erövrade utmaningar eller attinte göra framsteg i tillräckligt hög fart.Denna rapport diskuterar möjliga lösningar på dessa problem.
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Chinta, Ruthvik. "Measurement of Game Immersion through Subjective Approach." Thesis, Blekinge Tekniska Högskola, Institutionen för datalogi och datorsystemteknik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-14825.

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Context. People in recent times are getting engaged more often in playing video games. Few play for enjoyment, few play for stress relaxation and so on. Generally, the degree of involvement of a player with the game is described as game immersion. People when immersed into playing a game doesn't realize that they are getting dissociated with the outside world and are losing track of time. Objectives. In this research, the main objective is to explore the relationship between the game immersion and game experience using the five factors of game immersion. In addition, the study also involves exploring different methods that can be used to measure game immersion. Methods. In this research, initially literature review has been conducted to explore the meaning of game immersion and also different methods that can be used to measure it and next user studies in the form an experiment was conducted to measure game immersion. After the experiment was conducted regression analysis was performed on the data obtained from the results to describe the relation between game immersion and game experience. Results. After the experiment participants were asked to answer the IEQ questionnaire and the answers obtained from the questionnaire are analyzed using regression analysis. An inverse linear regression was observed between game immersion and game experience. Conclusions. After analyzing the data, from the observed inverse linear regression, it is concluded that game immersion levels decrease with the increase in the game experience.
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Wennerberg, Daniel. "Auditory immersion and the believability of a first-person perspective in computer games : Do players have a preference between mono and stereo foley, and is one perceived as more believable?" Thesis, Luleå tekniska universitet, Medier, ljudteknik och teater, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-73985.

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Based on previous research on spatial attributes in foley and the concept that auditory immersion in first-person perspective computer games is enhanced by believable sound effects, this study explores if there is a connection between stereo foley and the believability of the first-person perspective, and regardless, if there is a preference to either mono or stereo foley. An interactive listening test was created in unreal engine 4, where 20 subjects, all considered gamers, played three levels that differed visually and in auditory content. In these levels, subjects auditioned two versions of avatar-related foley sounds. One version was mono, the other stereo. The test prompted the subjects to complete two tasks for each level, whereupon the foley version changed upon completion of the first task. The subjects then answered questions in between each level, regarding the foley version. They were asked to rate believability and choose a preference, as well as provide motivations for their choices. The quantitative data showed next no evidence that either mono or stereo was generally perceived as more believable or preferred. However, the qualitative data indicates that the majority of players tend to prefer and rate stereo foley as more believable in certain game environments. Furthermore, the data indicates that some subjects prefer a sensory replication of reality in foley. It is also shown that preference for stereo width vary between subjects and therefore argued that there cannot be a perfect standardized setting for stereo foley.
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Buckley, David. "Skill capture in first-person shooters." Thesis, University of Manchester, 2016. https://www.research.manchester.ac.uk/portal/en/theses/skill-capture-in-firstperson-shooters(a5a4858b-2b48-44f1-a59b-f7e1928ea7df).html.

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The current models of skill in video games make one of two impositions on players: either to provide an estimate of their own skill, or complete several games before they can be properly assessed. However, in order to experience the most enjoyment and greatest sense of immersion, players need to play against the right difficulty. In order to assign the appropriate difficulty, the player's skill must first be captured accurately and quickly, before the player gets frustrated or bored. Rather than relying on game results that need to be averaged over several games, this thesis proposes predicting a player's skill from their behaviour within the first game. In order to do this, we explore methods for measuring skill in both a multiplayer and single-player game and methods for extracting appropriate information from the player's behaviour. The resulting predictions can then be used to automatically assign an appropriate difficulty to the player. In a multiplayer environment, we first demonstrate that a player's final rank canbe predicted within the first 30 seconds of a game with a correlation of over 0.8.This process is transferred to a single-player first-person shooter, where our modelis shown to assign difficulties comparable to a player's own assessment of theirskill within the first 30 seconds of a campaign. We argue that these methods forcapturing skill in a first-person shooter are transferable to other genres, and havethe potential to improve difficulty selection systems.
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Sousa, Carlos Augusto Pinheiro de. "Imersão e presença nos jogos FPS: uma aproximação qualitativa." Pontifícia Universidade Católica de São Paulo, 2012. https://tede2.pucsp.br/handle/handle/18116.

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Made available in DSpace on 2016-04-29T14:23:17Z (GMT). No. of bitstreams: 1 Carlos Augusto Pinheiro de Sousa.pdf: 807423 bytes, checksum: acb6baf5371f4d9b5d445fff6a41e41b (MD5) Previous issue date: 2012-10-25<br>This research aims to investigate immersion and presence in FPS as qualitative approach. This investigation is done by taking in account the two decades of successes on the FPS genre in the games industry in which has been observed paradigm transformations that include control mappings, depth of interaction, graphic realism, considerable expansion in multi-user environments etc. The methodology has been an heuristic one with such an ontological focus situated between the relations of the specific FPS genre and virtual reality done by an organization of bibliographic references and a discussion with professionals from the international industry. From the selected survey which has been organized and selected as a qualitative approach withing the academic literature in both virtual reality and digital games to establish a synthesis of factors to be observed in case studies and evaluated by invited developers from the FPS games industry. This way, it relates the concepts, situating immersion in the field of the convincing experience of the game and that of being in the game . In parallel, the term virtual reality (as a support), by which multi-form definitions emplaces it between device configurations or setups related to sensorial perception and of psychological experiences provided by this medium, the extra-sensorial reach, reflects the development of a projected immersive reproduction by which users of this medium describe the sense of presence, of being in another place or another world. It is believed that the result of this work should contribute to fulfill of studies in the specific FPS genre field, within the own virtual reality studies and possibly in the aiding of design for the development of the FPS games<br>A pesquisa investiga os conceitos de imersão e presença nos jogos FPS (First-Person Shooters, Jogos de Tiro em Primeira Pessoa) a partir de uma perspectiva qualitativa. Realiza uma investigação tomando o fenômeno dos jogos FPS em duas décadas de sucesso na indústria dos jogos, dentro da qual observou-se transformações paradigmáticas que incluem mapeamentos de controle, à profundidade de interação, realismo gráfico, expansão considerável de ambientes multi-usuário (multijogador), etc. A metodologia foi heurística com enfoque ontológico, situando-se nas relações entre o específico gênero de jogo FPS e realidade virtual, a partir de uma organização da bibliografia e discussão com profissionais da indústria internacional. A partir dos levantamentos realizados organiza e apresenta uma análise qualitativa através da literatura acadêmica tanto em realidade virtual quanto em jogos digitais para estabelecer uma síntese de fatores a serem observados em estudos de caso e avaliados por desenvolvedores convidados da indústria de jogos FPS. Deste modo, relaciona os conceitos, situando a imersão no campo experiência convincente de jogo e de se estar no jogo . Paralelamente, o termo realidade virtual (como suporte), cuja descrição multiforme situa-o entre configurações de dispositivos relacionados à percepção sensorial e de experiências psicológicas providas por este meio, do alcance extra-sensorial, reflete o desenvolvimento projetado para a reprodução imersiva no qual participantes relatam a sensação de presença, de estarem em outro ambiente ou outro mundo. Acredita-se que o resultado deste trabalho poderá contribuir para suprir uma carência de estudos no campo do genêro FPS, dentro dos atuais estudos sobre realidade virtual e possivelmente no auxílio para design e desenvolvimento de jogos FPS
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Thomson, David John. "Opponent-based Tactic Selection for a First Person Shooter Game." Thesis, University of Canterbury. Computer Science and Software Engineering, 2010. http://hdl.handle.net/10092/6196.

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For better or for worse, video games are becoming a significant part of our society. While once little more than a curiosity, the video game industry has grown rapidly, to the point where it generated about USD$9.5 billion in the US in 2007, and 11.7 billion in 2008 [1]. Modern personal computers (PCs) owe many advancements to the gaming industry: sound cards, graphics cards, 3D acceleration, and CD jDVD drives, among others. Sound cards were developed for adding sound to computer games, and were only later used for music production. Graphics cards were needed for more colors in games, which then allowed for graphical user interfaces (GUls). CD and DVD drives were developed for mass distribution of media, including games. Modern games are some of the most demanding applications in terms of PC resources, and push the speeds of CPUs up, thus reduce the price of commodity CPUs. As well as hardware, video games have contributed to many advances in software. Perhaps most notably, Unix itself was developed partly so the programmers could playa space game [2]. Video games often employ complex Artificial Intelligence (AI) techniques, and can be very useful environments for testing different AI methods. User modeling is a general term used for collecting and processing data about each user [15]. This information could be preferences, habits, or knowledge. The information is usually stored and used at a later date, to tailor the system by selecting material or strategies best suited for a particular user. Sometimes, the purpose of user modeling is simply to display such information back to the user to promote self-reflection [8]. Systems that implement user modeling can adapt to each user and thus provide a more enjoyable or useful experience to different types of users. Difficulties in user modeling arise when deciding what information to record, and how to actually use this information. There is little point in recording information the system cannot use, but it is impossible to use information that cannot be recorded. Systems that employ user modeling techniques range from games, to educational systems (discussed below), and even search engines [19]. A very common form of user modeling is providing recommendations, as seen on the webstore, amazon. com. During previous visits, AMAZON learns about a users interests, and builds a model of products positively valued by the user. The site can then use this model to recommend other products that may interest the user, potentially leading to more sales [22]. A common application of user modeling is found in Intelligent Tutoring Systems (ITSs), called student modeling. ITSs attempt to build a model of the student's knowledge, and use this model to tailor the instruction. Recommending problems of an appropriate difficulty level is a common use of the model, as is recommending certain topics the student should study. Student modeling has been shown to be an effective way to help students learn, and is used by many, if not all Intelligent Tutoring Systems [11, 17, 18]. User modeling has been incorporated into some games, under the term Opponent modeling. Some such games include Poker [4], Scrabble [5], RealTime Strategy Games [6], and Racing Games [7]. Results vary, but generally the authors conclude that opponent modeling has significant potential, but is hard to perfect. Because the possible information to record is different in every game, any opponent modeling implementation is usually very game-specific. These systems are discussed in detail later in this report. As graphics and physics engines approach the limit (e.g. 100% realistic), more emphasis will be placed on the Intelligence of the game. An adaptive game that always challenges the player and can match strategies employed by the player may ultimately decide the success of the game, if this is not already the case. Opponent modeling has the potential to make games more interesting, and to remain interesting for a longer time [10]. This project aims to implement opponent modeling in a similar way to how an ITS models students, to make a game system more proficient at defeating a user, and adapt to strategies a user might employ. Such adaption should motivate the players to continue playing the game, as it will continue to provide a challenge. Motivation is important, whether in an Intelligent Tutoring System, where students need motivation to learn, or in a commercial game, where the game needs to have long lasting appeal to be successful. Our research aims to implement opponent modeling to help motivate players to continue playing, by providing a lasting challenge. Motivation is also a very important factor in educational games, so techniques for improving motivation could be beneficial to a number of fields. We start by describing Student Modeling, some previous applications of Opponent Modeling, and Quake 3, the game which is the context of our work. Section 3 then describes our implementation of opponent modeling in Quake 3. Section 4 gives the results of evaluation, and Section 5 concludes with discussion and future work.
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Zhou, Qili. "Game traffic analysis and simulation in first person shooter environment." Thesis, Abertay University, 2008. https://rke.abertay.ac.uk/en/studentTheses/4eab6f5e-5387-4687-a12c-aa1e743f6d0c.

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Internet delay is caused by transmission medium and also by routing and queuing. Although delay is often tolerable in many applications such as file transfer or Web, it does affect performances for delay-sensitive applications such as IP phone and video streaming. For First Person Shooter (FPS) games, where delay is even more important, Internet delay can determine who wins or loses a game. The previous research showed that player at a distance was disadvantaged due to larger delay. Network traffic for such games was analysed using packet size and inter-packet time metrics fitting a statistical model. However, no research explored the relation between "clean" and "interfered" traffic, only Joyce (2000), Bangun (2000), Jehaes (2003) and Carrig (2005) explored the interactions between game and other traffic, and the effect of other traffic on the game server-client delay was overlooked. This dissertation explores the traffic generated by an FPS game, using Quake III as an example, taking into account the effects of network delays. An FPS game was played both in an isolated local network with no other traffic and was repeated across the Internet to explore the difference between "clean" test-bed traffic and realistic Internet "interfered" traffic. The metrics of packet size and interpacket time of empirical traffic were analysed. A simple statistical approach was applied using goodness-of-fit test based on the probability calculation to produce a mathematical model. The results were used to set up a simulator experiment to further explore the behaviour of game traffic under varying degrees and also different types of network traffic. The approximate statistical distributions for "clean" test-bed game traffic were based on packet size and inter-packet time. As to packet-size, server traffic had extreme probability distribution, while client traffic was simply distributed in a short interval. As to inter-packet time, both server and client had deterministic distribution. Interarrival time in "interfered" network was totally different from inter-send time and was network dependent, and this was confirmed in a simulation experiment. The difference with results in previous research was also explained by the simulation results. The game delay was not only affected by volume but also by inter-packet time behaviour of network traffic, because simulation showed that traffic streams with same parameters but different inter-packet time affected game traffic delay differently. The pseudo game traffic generated by analytical distribution can replace the realistic game traffic in simulation experiment.
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23

Cattabriga, Samuele. "Aumentare la realta' aumentata: il caso del First-Person Shooter Game sul Conte Luigi Ferdinando Marsili." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2012. http://amslaurea.unibo.it/3152/.

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Questa trattazione verterà sull'analisi di un sistema di gioco tra due individui, tra loro interagenti mediante handeld device, in un contesto immersivo posto in un luogo chiuso di natura museale. L'intera struttura, sviluppata nell'ambito del Corso di Sistemi ed Applicazioni Multimediali nell'anno 2010-2011, vuole porre un'innovazione rispetto agli scenari esistenti: laddove un'interazione museale richieda spesso la staticità dell'utilizzatore del servizio, il mezzo del gioco richiede invece la manipolazione e il movimento all'interno del luogo, garantendo un coinvolgimento maggiormente accentuato rispetto alla normale fruizione dei contenuti. Inoltre, la scelta alla base della realizzazione realizzazione si affida allo strumento multimediale e sempre più diffuso costituito dalle tecniche di Realtà Aumentata, che appongono aggiunte digitali all'ambiente circostante e permettono di modellare strutture d'informazione e manipolazione percepibili solo tramite apposite interfacce, ma pienamente inserite in un tessuto reale. La componente innovativa in questo schema è però portata da un'ulteriore aspetto, quello della cooper- azione di due dispositivi in contemporanea attori dell'interazione che, attraverso l'azione sulle informazioni esistenti, consentono di produrre modifiche rilevabili da ciascuno dei coinvolti.
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24

Adamsson, Marcus. "Curriculum learning for increasing the performance of a reinforcement learning agent in a static first-person shooter game." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-236462.

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In this thesis, we trained a reinforcement learning agent using one of the most recent policy gradient methods, proximal policy optimization, in a first-person shooter game with a static player. We investigated how curriculum learning can be used to increase performance of a reinforcement learning agent. Two reinforcement learning agents were trained in two different environments. The first environment was constructed without curriculum learning and the second environment was with curriculum learning. After training the agents, the agents were placed in the same environment where we compared them based on their performance. The performance was measured by the achieved cumulative reward. The result showed that there is a difference in performance between the agents. It was concluded that curriculum learning can be used to increase the performance of a reinforcement learning agent in a first-person shooter game with a static player.<br>I denna uppsats tränade vi en agent genom förstärkt djupinlärning med hjälp av en av de senaste gradientmetoderna, nämligen proximal policy optimization, i ett förstapersonsskjutspel med en statisk spelare. Vi undersökte hur läroplanering kan användas för att öka prestandan hos en agent som tränats med förstärkt inlärning. Två agenter tränades i två olika miljöer. Den första miljön använde inte läroplanering och den andra miljön använde läroplanering. Efter att ha tränat agenterna placerades de i samma miljö. Deras prestation mättes genom deras kumulativa belöning. Reslutatet påvisade att det finns en skillnad i prestanda mellan agenterna. Genom att använda läroplanering i ett förstapersonsskjutspel med en statisk spelare kunde prestandan hos en agent som tränats med förstärkt inlärning öka.
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Kneuper, II George. "SUBSTITUTING LIVE TRAINING WITH VIRTUAL TRAINING BY MEANS OF A COMMERCIAL OFF THE SHELF, FIRST PERSON SHOOTER COMPUTER GAME AND." Master's thesis, University of Central Florida, 2006. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/3549.

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This research measures the change in Army ROTC cadets' tactical performance when up to 75% of their tactical live training is replaced with training done on a computer. An ROTC instructor from any of the 270 programs across the nation can take this research and implement a training plan utilizing a relatively cheap off the shelf computer game and save their program: cadet and cadre time, training dollars, and transportation/equipment/training area resources, while seeing no degradation in their cadets' performance. Little research has been done on the effect of replacing live simulation with virtual simulation. With this in mind, six groups of individuals were run through the experiment for over five months at various levels of virtual/live training and scored across 16 leadership skills. These results were then formulated into a guideline defining how much training should be virtual training and how much live, to optimize an individual's performance.<br>M.S.<br>Other<br>Engineering and Computer Science<br>Modeling and Simulation
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Klang, Marcus. "Is there a connection between experienced realism, rate of fire and loop length on fully automatic rifles in a first-person shooter game in first-person?" Thesis, Luleå tekniska universitet, Medier ljudteknik och upplevelseproduktion och teater, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-64221.

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This thesis aims to test if there is a connection between modern day fully automatic rifles rate of fire, used loop length in implementation and experienced realism in a first-person shooter game in first-person, fired by the players own character. With a background consisting of papers, books and lectures/conferences given by experienced people and other experts in the game industry regarding first person shooter games, a listening test was conducted and carried out on a computer using headphones with both trained and untrained subjects since players can be both. A simple firing-range was constructed in Unreal Engine 4 (Epic Games, 2017) where the subjects could switch between two weapons with different rates of fire and three versions of each with different loop lengths, 4, 8 and 16. The sounds were divided into layers, e.g. body, mechanical and bottom, played back using looping as implementation. The subjects were also asked to rate the sounds regarding gameplay and preference to see if the results would differ between the three categories. The results showed a tendency to choose the longer loop for all categories, but only four comparisons gave a significant result when doing t-tests.
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Nylin, Tobias. "Z Excursion : Spel-bidrag till Swedish Game Awards." Thesis, Örebro universitet, Institutionen för naturvetenskap och teknik, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:oru:diva-23414.

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This report describes my degree project. For my degree project I made a demo for a game idea that I've developed, and implemented for use with Xbox 360. The idea was about converting the feeling and gameplay of old 2D side-scrolling platform games into 3D, viewed from a first-person perspective. The Xbox 360 version of the demo was also submitted for the game competition Swedish Game Awards.  In the report, I explain this idea more extensive, what software I used to implement it, and how I implemented it. Finally, at the end I clarify the results and discuss fulfilled tasks and future improvements. I'm very pleased with my progress so far and I will continue to work on this on my own until it feels like a finished product that can be distributed.<br>Den här rapporten beskriver mitt examensarbete. För mitt examensarbete så gjorde jag en demoversion av en spelidé som jag utvecklat, och som implementerades för användning på Xbox 360. Idén bestod av att överföra känslan och spelmekaniken från gamla tvådimensionella sidoskrollande plattformsspel till 3D, sett ur ett förstapersonsperspektiv. Demoversionen för Xbox 360 skickades också in som ett bidrag till speltävlingen Swedish Game Awards.  I rapporten så förklarar jag idén mer utförligt, vad för mjukvara jag använde för att implementera den, och hur jag implementerade den. I slutet av rapporten så klargör jag resultaten och diskuterar mål som har uppfyllts samt idéer för att vidareutveckla spelet. Jag är nöjd med det jag åstadkommit hitintills och jag kommer att fortsätta arbeta på spelet själv tills det känns som en färdig produkt som kan distribueras.
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Lin, Philip. "Global gamers, transnational play, imaginary battlefield : encountering the gameplay experience in the war-themed first-person-shooter, Call of Duty." Thesis, University of Westminster, 2012. https://westminsterresearch.westminster.ac.uk/item/8z822/global-gamers-transnational-play-imaginary-battlefield-encountering-the-gameplay-experience-in-the-war-themed-first-person-shooter-call-of-duty.

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During the post-9/11 era we have witnessed the rise of war-themed digital games, which are increasingly produced and distributed on a massive global scale. This new form of 'militainment' re-formulates ‘the military-entertainment complex’ industrial model, and by repeatedly simulating historical/present/fictional war events and adopting militaristic stories, creates an adrenaline-pumping interactive gaming experience that the global gamers find very difficult to resist. Before 2011 the most iconic war-themed first-person-shooter (FPS) digital game, Call of Duty: Modern Warfare 2, achieved a new milestone of more than 20 million copies sold globally. After the release of Call of Duty: Black Ops, the Facebook COD group became one of the top 20 fastest growing Facebook communities in 2010. At the time of writing this thesis, this network community had already attracted more than 10 million fans worldwide. Besides the well-known Call of Duty series, other FPS titles like Medal of Honor, Fallout, and Battlefield series are all fed into the global gamers’ growing appetite for this so-called ‘shoot’em’all’ genre. Within academia, scholars from different research disciplines also realized the importance of gaming and have been trying to approach this conflict-based digital game culture from various angles. The war-themed genre FPS is frequently challenged by people’s negative impression towards its unpleasant essence and content; questioning its embedded political ideologies, the violent sequences involved in the gameplay and its socio-cultural influences/effects to individual and community etc. However, the wide range of critical debates in this field has reflected the growing interest of scholars in the complex political relationship between military and entertainment sectors and industries, and the embedded P.R. network that is running behind the games’ industrial structure and cultural production (see Wark 1996, Herz 1997, Derian 2001, Stockwell and Muir 2003, Lenoir and Lowood 2005, Leonard 2007, Turse 2008, Ottosen 2009). Despite widespread academic interests in the subject, few researchers have paid attention to the gamers who are the ones truly engaged themselves to this genre. If we look at the research within game studies today, less analysis is primarily focused on this unique shooter-gamer culture. In this regard, this research adopts qualitative research methods to explore the gamers’ feelings, attitudes, and their experiences in the war-themed FPS genre. In terms of the research methods used, an online questionnaire was launched to collect responses from 433 gamers across different countries, and 11 in-depth face-to-face interviews with a community of COD gamers were also conducted in Taiwan between 2010 and 2011. The data which has emerged from the two research methods reveals gamers’ perceptions about war games’ time narrative and realism. Based on the interviews, the research analyses East Asian gamers’ construction of meanings in this ‘western genre’ and provides some theoretical reflections about their transnational FPS gameplay experience.
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Tran, Thien, and Samuel Berg. "User Interfaces and Gaming Performance : How the Type of UI Elements Impact Player Performance in FPS Games." Thesis, Jönköping University, Tekniska Högskolan, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-54192.

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Electronic sports (esports) is an activity in which players compete against each other in video games. It could be beneficial for the esports industry if players were to perform more consistently. The user interface in the game is one aspect that could impact player performance. In this study, the six user interface element types defined by Fagerholt and Lorentzon in 2009 were used as the context for comparing player performance. The purpose of this thesis was to discover how the graphical user interface of competitive first-person shooter (FPS) games affect the player’s ability to perform mechanically and comprehend information, as well as determining what players value in such user interfaces. This was achieved through the use of experiments and interviews in the context of a game that was developed for this study. In the game, the participants played through levels with different user interfaces in which player performance was tracked. This study discovered that the diegetic user interface performed the best in mechanical performance and information comprehension. Meta-perception resulted in some of the worst mechanical performance. More cluttered user interfaces appeared to worsen reaction times. There was also a vague indication suggesting that more cluttered user interfaces worsen information comprehension. In terms of user preferences, the non-diegetic user interface was the most preferred. In contrast, the participants preferred the geometric user interface the least. Through the thematic analysis, it was discovered that various factors may be beneficial to consider when designing user interfaces using different types of elements. The factors are beneficial to consider because they may affect player performance. The factors are concerned with the following: information balance, contrast, clutteredness, use of numbers, position of elements, use of health bars, element sizes and presentation of ammunition stacks. However, further studies generating statistically significant results would be required to confirm these insights.
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"Player Balancing for FIrst-Person Shooter Games." Thesis, 2016. http://hdl.handle.net/10388/ETD-2016-01-2400.

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When player skill levels differ widely in a competitive First-Person Shooter (FPS) game, enjoyment suffers: weaker players become frustrated and stronger players become less engaged. Player balancing techniques attempt to assist the weaker player and make games more competitive, but these techniques have limitations for deployment when skill levels vary substantially. In this thesis, we developed new player balancing schemes to deal with a range of FPS skill difference, and tested these techniques in a series of five studies using a commercial-quality FPS game developed with the UDK engine. Our results showed that our balancing techniques (Combo and Delay) are extremely effective at balancing, even for players with large skill differences. These techniques also led to higher enjoyment of the game by players of all skill levels. Our studies are the first to show that player balancing can work well in realistic FPS games, providing developers with a way to increase the audience for this popular genre. In addition, our results demonstrate the idea that successful balancing is as much about the way the technique is applied as it is about the specific manipulation.
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31

Hladky, Stephen Michael. "Predicting opponent locations in first-person shooter video games." Master's thesis, 2009. http://hdl.handle.net/10048/600.

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Thesis (M. Sc.)--University of Alberta, 2009.<br>Title from PDF file main screen (viewed on Oct. 2, 2009). "A thesis submitted to the Faculty of Graduate Studies and Research in partial fulfillment of the requirements for the degree of Master of Science, Department of Computing Science, University of Alberta." Includes bibliographical references.
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Prashar, CHARU. "An Exploration of the Architecture of First Person Shooter Games." Thesis, 2014. http://hdl.handle.net/1974/8552.

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First Person Shooter (FPS) games are one of the most popular game genres and have a history of over 2 decades. While there has been extensive research on such games, the focus has been limited to their analysis at an individual level. In this thesis, we present a comparative analysis of three first person shooter games - Doom, Quake3 and Cube from an architectural point of view. All of these games have come at different times in the history of first person shooter games, and thus possess different and unique features. We describe the process followed in deriving their architecture at various levels of abstraction – the file level, the subsystem level, the library/non-library level and the individual subsystem level for a given part of code. We conclude with a comparative analysis of the similarities and differences in the structure and architecture of the three gaming systems.<br>Thesis (Master, Computing) -- Queen's University, 2014-01-13 15:26:25.387
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(8695122), Carly D. Fox. "The Development of a Framework for Weapon Balancing in Multiplayer First-Person Shooter Games." Thesis, 2020.

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Achieving a state of balance is essential when developing a video game (Schell, 2019, “Game Mechanics Must Be in Balance,” para. 1). Despite this, game balancing is frequently overlooked in game development curricula (Schreiber, 2016, 00:30). This research describes the development and pilot study of a framework that junior game designers can utilize to gain valuable skills in the area of game balance. The framework produced by this research provides users with the ability to tune weapon parameters and see the effects these changes have on a first-person shooter deathmatch game in real time. Participants in the study utilized the framework to achieve three pacing and balance goals. Data regarding the weapon parameters selected by participants and information about the participants’ usage of the framework is described in detail. This study serves as the groundwork for future research focused on finding a method for teaching junior game designers about game balance.
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Štěpánek, Adam. "Reprezentace protivníků v počítačových hrách žánru first-person shooter." Master's thesis, 2015. http://www.nusl.cz/ntk/nusl-340207.

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Work focuses on representation of opponents in first-person shooter video games. It aims to discover tools, which developers of video games use to choose specific enemies for their games and in which way they present them. First-person shooters are used for this purposes because players have closest visual contact with opponents in this genre. The aim of this work is to describe most typical opponents in video games and to find out why this exact enemies are usualyy the most portrayed. Special attention is paid to video games which used original attitude for creating enemies. Work than focuses on most frequent stereotypes in opponents presentation, mostly racial and national, which are used by developers and what function they have. Than it gives room for critics of such stereotypes and tries to estimate if these critics can result in some changes in the future. Video games which created controversy by representation of specific enemies are subject of next topic. These games often put players in position of moral dilemma. On the base of research from literature and analysis of video games this work focuses on main reasons of representation of concrete enemies and what emotional impact it can have on players.
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Payne, Matthew Thomas. "The Ludic wars : the interactive pleasures of post-9/11 military video games." Thesis, 2011. http://hdl.handle.net/2152/ETD-UT-2011-08-3901.

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This dissertation examines how commercially successful military-themed video games produced after the September 11, 2001 terrorist attacks are crafted, marketed, and played with the goal of understanding the interlocking technological, cultural, and social practices that contribute to their interactive pleasures. The systematic inquiry into the production and experience of media pleasure carries with it vexing questions about how such affect is created and how it is situated within broader cultural fields. This interdisciplinary project accordingly utilizes multiple methods including close textual readings of seminal games, a critical discourse analysis of marketing materials, and an ethnography and focus group of a war gaming fan community to track how these sites of practice give post-9/11 military-themed gameplay its distinctive experiential character and cultural import. The case studies examined herein reveal that the affective dimensions of militarized gameplay are intimately linked to the political and cultural forces undergirding their production, marketing, and reception, and that the games industry mobilizes anxieties about terrorism to entice gamers into virtually striking back against foreign aggressors.<br>text
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Ma, Tunghao, and 麻東皓. "Discussion on the influence of the illicit agent program with the protective mechanism to the first person shooter(FPS)games." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/68594653463578921699.

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碩士<br>大葉大學<br>資訊管理學系碩士班<br>99<br>Large value of the domestic online game massive attention by the parties, how to maintain and enhance customer satisfaction is the key factor for game industry in the future. In past issues of online games, most concerned about product quality, service quality and customer satisfaction impact on loyalty, did not mention the establishment of fair game for the impact of customer satisfaction, but current studies of the game plug is to explore the role-playing (RPG) type of game, and less research for the first-person shooter (FPS) type games plug-impact study done. The objective of this research was to explore prevent the plug-in mechanism, plug-in impact on game fairness and customer satisfaction. In this study, based on Riera (1998) proposed electronic voting mechanism to establishment of all players voting and double mayor voting mechanisms, use two mechanisms to kick illicit players. This study use network questionnaire survey method to collect the sample data, received a total of 262 questionnaires, 24 invalid questionnaires were removed, and 238 valid questionnaires were obtained. The data was analyzed by Chin (1997) developed out of the PLS Graph3.0. The results of the study indicate that service quality, product quality and fairness of the game, prevent the plug-in mechanism, perceived playfulness have a significant impact on customer satisfaction. The study found that service quality, product quality and safety of the game companies for customer satisfaction have a considerable influence. Also found that, in addition to service quality and product quality of these two factors, online gamers care more about the fairness of the game and perfect the mechanism to prevent the plug-in programs.
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Huang, Fang-Shih, and 黃方世. "Genetic Algorithm for Evolving First Person Shooter Game: Quake 3." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/6435u6.

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碩士<br>國立中正大學<br>資訊工程研究所<br>103<br>In the recent years of the game development, due to the advances in computer graphics technology, most of game development group were focus on the field of computer graphics, while ignoring the essence of game. This issue was gradually being taken seriously by game development group, thence, many group have turned their attention on the promotion of the game AI, they expect to produce bore varied and have considerations game AI. In the thesis, we propose to use the fundamental Genetic Algorithm to evolution and coevolution the bot of the first person shooter game. We only use two kinds of information to evaluation the performance, we start the genetic algorithm by random and without give any information to the bot which we are training. The results show that during the evolution, the game AI had higher performance than other opponent, and the game skill had more flexible, instead of flexed and rigidity.
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Chen, Wei-Chih, and 陳韋志. "First-Person Shooter game AI based on Multi-Objecting the Bees Algorithm." Thesis, 2010. http://ndltd.ncl.edu.tw/handle/08433672465723740853.

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碩士<br>東海大學<br>資訊工程學系<br>98<br>Abstract Computer games have highly interactive ability and can integrate various media. Playing computer games have become people’s popular entertainment. Computer games have truly image and sound effect can give the player a rich game experence. But the technology of computer graphics alreay reach a bottleneck in the recent years. So many computer games developers have paid their attention to the AI of game characteristic. They hope the smart and various AI can make the computer game more interesting. The most computer game today use the rule-base design approach because of the simple and easy to implement. But, if the player find the weak point of the computer character, nothing can stop the player to win the game. If the computer character can learn from mistake, there may be a solution of this problem. Some scholar try to implement some learning algorithm to the computer game. But we found it needs large computation and collecting the train data sometimes are difficult. And we found the team work is easily to be found in today’s computer games. So we try to give a new approach to the team play computer game’s AI. For the application of computer game AI, the computation must be quick and stable. Multi-Objective Bees Algorithm(MOBA) is a new optimization and machine learning technology in Artificial Intelligence. MOBA is easy to emplement and there are few parameters to adjust. So we try to implement the MOBA as the learning algorithm of computer game characteristic. But according to MOBA, there is no coordination between each bees. So it can only create a powerful single character. So we propose a new learning strategy placing the emphasis on the team learning. In summery, this paper proposes a novel method based on MOBA to help behavior design in computer games. Proposed method can create more efficient team. And there is no need of large computation and training date, which suit the application of computer game. This new mechanism can help AI developer adjust the behavioral parameters which can save the testing time of different combination of parameter. In the experimental results, the proposed mechanism was embedded to design the team bots that indeed presents more changeable and the stable learning characteristic in the Quake III single player mode : Free for Play. Keywords: Artificial Intelligence, Multi-Objective Bees Algorithm, First-Person Shooter
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FAN, TIEN-HUNG, and 范天鴻. "The Influence of Game Difficulty Curves on Player Experience-A Case Study of First Person Shooter Game." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/mzqax6.

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碩士<br>國立臺北教育大學<br>數位科技設計學系(含玩具與遊戲設計碩士班)<br>106<br>This study design three difficulty curves based on “flow theory” and apply to first-person shooter game. Research the influence of different difficulty curves on the player's experience. After a gameplay is designed, it is necessary to create more level and content to make the players continue playing the game. The difficulty design is part of game design. It affects all of the game until gameover. Therefore this study research the influence of three different difficulty curves on the player's experience and investigate the suitable difficulty curve for first-person shooter game. Review the work of first-person shooter games in the history of video games, and study the interesting things, design element in game and gameplay form the work. Also, researcher collected the emphasis on level design, and studied “flow theory” about the characteristics of immersion as well as the 8 mental state formed with challenge level and skill level. Quantified the game difficulty (challenge level) by difficulty curve. In this study, three difficulty curves are designed: line-type (difficulty increase gently), peak-type (difficulty is increase and then decrease), valley-type (difficulty is decrease and then increase),and apply to a first-person shooter game "OneWayOut" to research the player's experience. After the scene design, enemy design and difficulty curve design, the game is completed. This game pass twice expert interviews to adjust its difficulty curve. In the experiment, there are three groups of difficulty curves: line-type, peak-type and valley-type. It has 20~25 players in each group, a total of 66 players to play the game "OneWayOut". After playing game, collect flow state scale data and use one-way analysis of variance (ANOVA) to analyzed date. The result show that their player experience scores of waved difficulty curves: peak-type and valley-type are higher than linear difficulty curve: line-type. In the similar waved difficulty curves, peak-type which difficulty is increase and then decrease, its player experience scores is higher than valley-type which difficulty is decrease and then increase. Overall, in first-person shooter game, peak-type is the best difficulty curve in three difficulty curves.
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40

Geisler, Benjamin. "An empirical study of machine learning algorithms applied to modeling player behavior in a "First Person Shooter" video game." 2002. http://catalog.hathitrust.org/api/volumes/oclc/51658191.html.

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Thesis (M.S.)--University of Wisconsin--Madison, 2002.<br>Typescript. eContent provider-neutral record in process. Description based on print version record. Includes bibliographical references (p. 40-41).
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Berg, Anton. "Det som är Roligt, är Roligt." Thesis, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-22265.

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This thesis explores the perceived enjoyability of Deep Reinforcement learning AI agents (DeepRL agent) that strives towards optimality within the First Person Shooter game Unreal Tournament 2004 (UT2004). The DeepRL agent used in the experiments was created and then trained within this game against the AI agent which comes with the UT2004 game (known here as a trivial UT2004 agent). Through testing the opinions of participants who have played UT2004 deathmatches against both the DeepRL agent and the trivial UT2004 agent, the data collected in two participant surveys shows that the DeepRL agent is more enjoyable to face than a trivial UT2004 agent. By striving towards optimality the DeepRL agent developed a behaviour which despite making the DeepRL agent a great deal worse at UT2004 than the trivial UT2004 agent was more enjoyable to face than the trivial UT2004 agent. Considering this outcome the data suggests that DeepRL agents in UT2004 which are encouraged to strive towards optimality during training are “enjoyable enough” in order to be considered by game developers to be “good enough” when developing non-trivial opponents for games similar to UT2004. If the development time of a DeepRL agent is reduced or equal in comparison with the development time of a trivial agent then the DeepRL agent could hypothetically be preferable.
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