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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.

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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.

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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.

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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.

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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.

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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.
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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.

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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.
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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.

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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.

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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.
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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.

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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.

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11

Ariningsih, Paulina K., Yun P. Mulyani, Kristianto A. Nugroho, and Chandra S. Rahardjo. "Penilaian Atribut Usabilitas oleh Gamer First Person Shooter (FPS) Indonesia." Jurnal Rekayasa Sistem Industri 5, no. 2 (2016): 96. http://dx.doi.org/10.26593/jrsi.v5i2.2217.96-105.

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<p>Computer games, especially First Person Shooter (FPS) have become one of the fastest growing and most economically sucessful software in Indonesia. Given the potential economic benefits of the FPS games, it is important to design its user interface as usable as possible to win the market. In accordance, it is crucial to find out what user interface factors should be considered in designing an FPS game. These factors can be used as a designing guide for game developers in Indonesia. The purpose of this paper is to discover the main user interface factors that should be considered in designing an FPS game especially from usability point of view and to suggest improvement of the user interface in current FPS game.</p><span>Fourty (40) usabilty attributes from literature review are qualitatively grouped into 5 factors. Those factors are: Basic FPS Feature (BFF), Basic Game Feature (BGF), Display & Sounds (D&S), Help & Hints (H&H), and Enjoyment (E). Usability testing on the factors is conducted in three different groups of players: Novice, Experienced, and Expert. Mann-Withney Test are conducted to understand performance difference for each group. The result shows that BGF and H&H are not significantly difference for all groups. While for BFF, the novice group tend to have different preference rather than other groups since there is not enough time duration given on novice users accessing the FPS feature. For D&S, expert tend to have different preference rather than other groups. Some future research potentials are also proposed in this paper.</span>
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Kazmi, S., and I. J. Palmer. "Action Recognition for Support of Adaptive Gameplay: A Case Study of a First Person Shooter." International Journal of Computer Games Technology 2010 (2010): 1–14. http://dx.doi.org/10.1155/2010/536480.

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With games continuously and rapidly evolving to become more complex and sophisticated in their nature and implementation. There is a fundamental need to sustain and deliver a similarly advanced, realistic, and engaging experience for the player. The implementation of “emergence” within games as providing an effective means to sustain this engagement in conjunction with some form of action recognition mechanism for its support. More recently, games have made much of the “adaptive” mechanisms that tailor the player experience during the game, but much of this appears to be implemented by merely making the game harder according to the success of the player. Some go further than this by incorporating adaptive AI that change agent tactics to suit the player's style of play. Whilst these are clearly advances in the approach to providing a player-centric experience to engage the player, the basis and transferability of these approaches is open to question. Here we propose a limited flavour of “emergence” which can be used to support an adaptive game mechanism and so present players with different gameplay experiences based on their actions within the game.
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Lesmana, Sebastian, Octavianus Ariwana, Rudy P. Halim, and Alexander A. S. Gunawan. "Behavior Correlation between Games in First-Person Shooter Genre based on Personality Traits." Procedia Computer Science 179 (2021): 185–94. http://dx.doi.org/10.1016/j.procs.2020.12.024.

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14

Pötzsch, Holger, and Vít Šisler. "Playing Cultural Memory: Framing History in Call of Duty: Black Ops and Czechoslovakia 38-89: Assassination." Games and Culture 14, no. 1 (2016): 3–25. http://dx.doi.org/10.1177/1555412016638603.

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The present article brings game studies into dialogue with cultural memory studies and argues for the significance of computer games for historical discourse and memory politics. Drawing upon the works of Robert Rosenstone and Astrid Erll, we develop concepts and theories from film studies and adapt them to respond to the media specificity of computer games. Through a critical reading of the first chapter of the history-based first-person shooter Call of Duty: Black Ops, the article demonstrates how the game’s formal properties frame in-game experiences and performances, and this way predisposes the emergence of certain memory-making potentials in and through constrained practices of play. Subsequently, an analysis of the serious game Czechoslovakia 38-89: Assassination shows the potentials of game design to facilitate meta-historical reflections and critical inquiries.
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15

Pfister, Eugen, and Felix Zimmermann. "“No One is Ever Ready for Something Like This.” – On the Dialectic of the Holocaust in First-Person Shooters as Exemplified by Wolfenstein: The New Order." International Public History 4, no. 1 (2021): 35–46. http://dx.doi.org/10.1515/iph-2021-2020.

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Abstract For almost three decades, the depiction of the Holocaust was considered taboo in digital games. While World War II became a popular historicizing setting for digital games, the crimes of the Nazi regime and the Holocaust in particular remained conspicuously absent. In this article we show that discussions about the fundamental suitability of specific media or media forms for dealing responsibly with the memory of the Nazi regime’s crimes have already taken place several times and that similar arguments can now be applied to the digital game. With this in mind, we pursue the question of whether only so-called serious games are suitable for this purpose, or whether, on the contrary, mainstream blockbuster games – here specifically the first-person shooter Wolfenstein: The New Order – can find ways to maintain the memory of the Holocaust without trivializing it. We approach this question by analyzing chapter 8 of Wolfenstein: The New Order, in which protagonist William “B.J.” Blazkowicz allows himself to be deported to a Nazi concentration camp. We discuss this camp scene dialectically, on the one hand, as an encouragement to rethink the first-person shooter and, on the other hand, as a reproduction of a superficial iconography of the Holocaust.
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Tan, Wee Hoe. "Game Coaching System Design and Development." International Journal of Game-Based Learning 3, no. 2 (2013): 77–90. http://dx.doi.org/10.4018/ijgbl.2013040105.

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This paper is a retrospective case study of a game-based learning (GBL) researcher who cooperated with a professional gamer and a team of game developers to design and develop a coaching system for First-Person Shooter (FPS) players. The GBL researcher intended to verify the ecological validity of a model of cooperation; the developers wanted to assist FPS players in overcoming a bottleneck that hindered players from becoming professional gamers; while the professional gamer desired to venture into professional game coaching. The synergy generated by these individuals resulted the creation of FPS Trainer. The key challenge encountered in producing the system was to make in-game coaching and learning outcomes explicit while preserving FPS Trainer as a fun game. This paper illustrates how the challenge was overcome and discusses lessons learnt from the case study. The outcomes of the case study would benefit academics or game developers who plan to initiate cross-disciplinary cooperation for making coaching or training games.
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17

Frostling-Henningsson, Maria. "First-Person Shooter Games as a Way of Connecting to People: “Brothers in Blood”." CyberPsychology & Behavior 12, no. 5 (2009): 557–62. http://dx.doi.org/10.1089/cpb.2008.0345.

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18

Mayer, Richard E. "What Should Be the Role of Computer Games in Education?" Policy Insights from the Behavioral and Brain Sciences 3, no. 1 (2016): 20–26. http://dx.doi.org/10.1177/2372732215621311.

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Game advocates call for replacing conventional schooling with educational activities based on computer games. These claims were examined by reviewing published research on games for learning and then drawing policy implications. Value-added research shows that the most promising features of games use conversational language, put words in spoken form, add prompts to explain, add advice or explanations, and add relevant pregame activities. Cognitive consequences research shows that first-person shooter games improve perceptual attention skills. Media comparison research shows that games are more effective than conventional media for science learning. However, an educational revolution based on gaming is not indicated. Policy implications are to use games for targeted learning objectives, align games with classroom activities, avoid confusing liking with learning, and use games to adapt activities to maintain challenge. Research evidence informs decisions about educational games.
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19

Hopp, Toby, and Jolene Fisher. "Examination of the Relationship Between Gender, Performance, and Enjoyment of a First-Person Shooter Game." Simulation & Gaming 48, no. 3 (2017): 338–62. http://dx.doi.org/10.1177/1046878117693397.

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Purpose. The purpose of this work was to explore the relationship between gender, game performance factors, and player enjoyment of a first-person shooter (FPS) video game. Drawing upon the notion that FPS games are gendered spaces in which men are both the intended and ideal participants, we predicted that women’s game enjoyment, in contrast to men’s, would rest on their ability to positively violate negative expectancies associated with FPS games by performing at a high level. Method. Two inter-related studies were employed. The first (preliminary) study used an online survey to assess gender-based expectancy differences. The second (main) study was lab-based. Here, participants played the FPS game COUNTER-STRIKE: GLOBAL OFFENSIVE and provided data on perceived game performance and session enjoyment. Results. The data indicated that men’s enjoyment of a FPS game was not influenced by game performance while women’s enjoyment was, in fact, significantly influenced by both subjective self-relative and objective performance dimensions. Conclusions. The present findings may provide a partial explanation for the persistence of the gender gap relative to FPS preference. Moreover, the current work extends the current scholarly understanding of expectancy value theory (EVT) by investigating the effect of expectancy violations associated with one’s own behavior.
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Seok, Kwang-Ho, YeolHo Kim, Wookho Son, and Yoon Sang Kim. "Using Visual Guides to Reduce Virtual Reality Sickness in First-Person Shooter Games: Correlation Analysis." JMIR Serious Games 9, no. 3 (2021): e18020. http://dx.doi.org/10.2196/18020.

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Background The virtual reality (VR) content market is rapidly growing due to an increased supply of VR devices such as head-mounted displays (HMDs), whereas VR sickness (reported to occur while experiencing VR) remains an unsolved problem. The most widely used method of reducing VR sickness is the use of a rest frame that stabilizes the user's viewpoint by providing fixed visual stimuli in VR content (including video). However, the earth-fixed grid and natural independent visual background that are widely used as rest frames cannot maintain VR fidelity, as they reduce the immersion and the presence of the user. A visual guide is a visual element (eg, a crosshair of first-person shooter [FPS]) that induces a user's gaze movement within the VR content while maintaining VR fidelity, whereas there are no studies on the correlation of visual guide with VR sickness. Objective This study aimed to analyze the correlation between VR sickness and crosshair, which is widely used as a visual guide in FPS games. Methods Eight experimental scenarios were designed and evaluated, including having the visual guide on/off, the game controller on/off, and varying the size and position of the visual guide to determine the effect of visual guide on VR sickness. Results The results showed that VR sickness significantly decreased when visual guide was applied in an FPS game. In addition, VR sickness was lower when the visual guide was adjusted to 30% of the aspect ratio and positioned in the head-tracking direction. Conclusions The experimental results of this study indicate that the visual guide can achieve VR sickness reduction while maintaining user presence and immersion in the virtual environment. In other words, the use of a visual guide is expected to solve the existing limitation of distributing various types of content due to VR sickness.
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Schleiner, Anne-Marie. "Does Lara Croft Wear Fake Polygons? Gender and Gender-Role Subversion in Computer Adventure Games." Leonardo 34, no. 3 (2001): 221–26. http://dx.doi.org/10.1162/002409401750286976.

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The subject matter of this article emerged in part out of research for the author's thesis project and first game patch, Madame Polly, a “first-person shooter gender hack.” Since the time it was written, there has been an upsurge of interest and research in computer games among artists and media theoreticians. Considerable shifts in gaming culture at large have taken place, most notably a shift toward on-line games, as well as an increase in the number of female players. The multidirectional information space of the network offers increasing possibilities for interventions and gender reconfigurations such as those discussed at the end of the article.
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Putri, Astrid Novita. "OPTIMASI ALGHORITMA BREADTH FIRST SEARCH PADA GAME ENGINE 3D THIRD PERSON SHOOTER MAZE BERBASIS AGEN CERDAS ANDROID." Jurnal Transformatika 14, no. 1 (2016): 50. http://dx.doi.org/10.26623/transformatika.v14i1.349.

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<p><em> </em><em>Game is currently very popular in the community at large, one of which is the game third person shooter (TPS) which can be run through a mobile phone or computer, making it very easy and affordable, one thrid person shooter game 3D maze.The labyrinth is a game to find the right path to achieve the objectives which the way players experience many obstacles to destination, so spend a lot of time,then in need of a settlement in order to facilitate the player in completing the levels on every obstacle, in need of a alghoritm Breadth First Search for ease in completing permainan.Cara employment levels every alghoritm Breadth First Search is a search method that starts with the roots off the road to the next.This search is done by looking at all the nodes or vertices have the same level to determine the final outcome at that level,if they do not find the will to move to the next level. so that the process backtrackto re-find the right path to achieve goals the appropriate time.</em></p><p><em> </em></p><p>Keyword: Games, Third person, Shooter, Maze, Breadth First Search.</p><p> </p>
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Schumann, Christina, Nicholas David Bowman, and Daniel Schultheiss. "The Quality of Video Games: Subjective Quality Assessments as Predictors of Self-Reported Presence in First-Person Shooter and Role-Playing Games." Journal of Broadcasting & Electronic Media 60, no. 4 (2016): 547–66. http://dx.doi.org/10.1080/08838151.2016.1234473.

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Parker, Felan. "Canonizing Bioshock." Games and Culture 12, no. 7-8 (2015): 739–63. http://dx.doi.org/10.1177/1555412015598669.

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The critically and commercially successful first-person shooter Bioshock is widely considered to be one of the greatest digital games of all time. This article traces its canonization by critically examining its marketing and popular reception as a blockbuster “prestige game” that demonstrates the aesthetic potential of games as a medium. In particular, far-reaching discussions of the relationship between narrative and gameplay mechanics in Bioshock have reinforced its canonical status as required playing among critics and scholars. The article concludes by comparing the reception of Bioshock and its “spiritual successor” Bioshock Infinite, showing how popular, critical, and industrial attitudes toward big-budget prestige titles have shifted in recent years.
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Pearcy, Mark. "America’s Army." International Journal of Gaming and Computer-Mediated Simulations 4, no. 2 (2012): 19–36. http://dx.doi.org/10.4018/jgcms.2012040102.

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America’s Army is a first-person “shooter” online video game produced by the U.S. Army and freely available on the Internet. Ostensibly a recruitment tool, the game constitutes a “mimetic” experience that encompasses real-life Army codes, regulations, and behaviors, approximating an authentic military experience, including realistic missions that involve violence. This article considers the educational role of such mimetic games, practical impediments to its inclusion in classrooms, and the conceptual demands the use of such games may place on teachers and students. Additionally, this article considers the ideological barriers and arguments against the educational use of games like America’s Army. Finally, this article connects the experience of America’s Army to Douglas’ (2008) concept of “playful hatred,” calling for a reconceptualization of the term towards a more competitive and pedagogically useful approach.
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Dong, Jie Liang. "A Research of HTN-Based Anytime Planning Algorithm on FPS Games." Applied Mechanics and Materials 548-549 (April 2014): 1553–56. http://dx.doi.org/10.4028/www.scientific.net/amm.548-549.1553.

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With the development of game industry, the requirements of game AI are also increasing. Recently a planning formalism called HTN (Hierarchical Task Network) was used to design AI behaviors. In this paper we describe how to implement an anytime planner based on HTN to handle a dynamic environment, which is the key feature of computer game worlds. This planner allows agent to interrupt its sequence of actions at anytime based on the changes of environment meanwhile return a valid replacement plan. We use Unreal Tournament 2004 which is a famous first-person shooter game as the platform and test our anytime planner.
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Weber, René, Katharina-Maria Behr, Ron Tamborini, Ute Ritterfeld, and Klaus Mathiak. "What Do We Really Know About First-Person-Shooter Games? An Event-Related, High-Resolution Content Analysis." Journal of Computer-Mediated Communication 14, no. 4 (2009): 1016–37. http://dx.doi.org/10.1111/j.1083-6101.2009.01479.x.

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Peña, Jorge, Subuhi Khan, Christopher N. Burrows, and Hart Blanton. "How Persuasive Are Health Advertisements in First-Person Shooter Games? Exploring Knowledge-Activation and Thought-Disruption Mechanisms." Communication Research Reports 35, no. 4 (2018): 293–302. http://dx.doi.org/10.1080/08824096.2018.1469484.

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Hopp, Toby, Scott Parrott, and Yuan Wang. "Use of military-themed first-person shooter games and militarism: An investigation of two potential facilitating mechanisms." Computers in Human Behavior 78 (January 2018): 192–99. http://dx.doi.org/10.1016/j.chb.2017.09.035.

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Reer, Felix, and Nicole C. Krämer. "A self-determination theory-based laboratory experiment on social aspects of playing multiplayer first-person shooter games." Entertainment Computing 34 (May 2020): 100353. http://dx.doi.org/10.1016/j.entcom.2020.100353.

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Mayer, Richard E. "Computer Games in Education." Annual Review of Psychology 70, no. 1 (2019): 531–49. http://dx.doi.org/10.1146/annurev-psych-010418-102744.

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Visionaries offer strong claims for the educational benefits of computer games, but there is a need to test those claims with rigorous scientific research and ground them in evidence-based theories of how people learn. Three genres of game research are ( a) value-added research, which compares the learning outcomes of groups that learn academic material from playing a base version of a game to the outcomes of those playing the same game with one feature added; ( b) cognitive consequences research, which compares improvements in cognitive skills of groups that play an off-the-shelf game to the skill improvements of those who engage in a control activity; and ( c) media comparison research, which compares the learning outcomes of groups that learn academic material in a game to the outcomes of those who learn with conventional media. Value-added research suggests five promising features to include in educational computer games: modality, personalization, pretraining, coaching, and self-explanation. Cognitive consequences research suggests two promising approaches to cognitive training with computer games: using first-person shooter games to train perceptual attention skills and using spatial puzzle games to train two-dimensional mental rotation skills. Media comparison research suggests three promising areas where games may be more effective than conventional media: science, mathematics, and second-language learning. Future research is needed to pinpoint the cognitive, motivational, affective, and social processes that underlie learning with educational computer games.
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Tanjung, Vetty Putri. "GAME ONLINE DAN AGRESIVITAS ANAK USIA SMP DI SIDOARJO." KANAL: Jurnal Ilmu Komunikasi 4, no. 1 (2016): 63. http://dx.doi.org/10.21070/kanal.v4i1.315.

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The purpose of this study was to analyze the effects of online games towards aggressiveness of junior high school students in Sidoarjo Regency. This research used a quantitative research through an explanatory approach. The sampling technique in this study was a random sampling of 100 students in the Krian District, Sidoarjo Regency. Analyzing data used linear regression. The results showed that the online games that is currently booming in Sidoarjo Regency were Game Action Adventure (78.2%), Game action "lostaga" (77.2%), FPS (first person shooter) "Cross Fire" (73, 4%). Aggressiveness that was the most often done by the respondent did not serve the conversation (75.4%) did not prevent others to hurt those who have hurt him (71.2%), and did not talk the person who has hurt him (69.2%). Based on research showed that, the study of online games did not affect to the aggressiveness of the child.
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Väliaho, Pasi. "Video Games and the Cerebral Subject: On Playing Call of Duty: Modern Warfare 3." Body & Society 20, no. 3-4 (2014): 113–39. http://dx.doi.org/10.1177/1357034x14546057.

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This article engages with the fabrication of experiences in first-person shooter video games. On one hand, it explores the forms of affective and cognitive engagement this novel type of immersive imagery demands of the player. On the other hand, the article speculates on how video games images resonate and coincide with other key practices and imaginations defining the political reality of life today. What (at least according to some accounts) matters most in the politics of life today is a particular locus of mediation – the brain. The ways we imagine ourselves are today characterized by a figure of the ‘cerebral subject’. The article presents an attempt to chart video games imagery in relation to this key contemporary image of who we are, and to consider how the rhythms of the console screen might be seen as emblematic of a more general anthropology of subjectivity today.
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Grimshaw, Mark, and Gareth Schott. "A Conceptual Framework for the Analysis of First-Person Shooter Audio and its Potential Use for Game Engines." International Journal of Computer Games Technology 2008 (2008): 1–7. http://dx.doi.org/10.1155/2008/720280.

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We introduce and describe a new conceptual framework for the design and analysis of audio for immersive first-person shooter games, and discuss its potential implications for the development of the audio component of game engines. The framework was created in order to illustrate and acknowledge the direct role of in-game audio in shaping player-player interactions and in creating a sense of immersion in the game world. Furthermore, it is argued that the relationship between player and sound is best conceptualized theoretically as an acoustic ecology. Current game engines are capable of game world spatiality through acoustic shading, but the ideas presented here provide a framework to explore other immersive possibilities for game audio through real-time synthesis.
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Schneider, E. F. "Death with a Story: How Story Impacts Emotional, Motivational, and Physiological Responses to First-Person Shooter Video Games." Human Communication Research 30, no. 3 (2004): 361–75. http://dx.doi.org/10.1093/hcr/30.3.361.

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Montag, Christian, Bernd Weber, Peter Trautner, et al. "Does excessive play of violent first-person-shooter-video-games dampen brain activity in response to emotional stimuli?" Biological Psychology 89, no. 1 (2012): 107–11. http://dx.doi.org/10.1016/j.biopsycho.2011.09.014.

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Khan, Adil, Muhammad Naeem, Muhammad Zubair Asghar, Aziz Ud Din, and Atif Khan. "Playing first-person shooter games with machine learning techniques and methods using the VizDoom Game-AI research platform." Entertainment Computing 34 (May 2020): 100357. http://dx.doi.org/10.1016/j.entcom.2020.100357.

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Huang, Shiyu, Hang Su, Jun Zhu, and Ting Chen. "Combo-Action: Training Agent For FPS Game with Auxiliary Tasks." Proceedings of the AAAI Conference on Artificial Intelligence 33 (July 17, 2019): 954–61. http://dx.doi.org/10.1609/aaai.v33i01.3301954.

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Deep reinforcement learning (DRL) has achieved surpassing human performance on Atari games, using raw pixels and rewards to learn everything. However, first-person-shooter (FPS) games in 3D environments contain higher levels of human concepts (enemy, weapon, spatial structure, etc.) and a large action space. In this paper, we explore a novel method which can plan on temporally-extended action sequences, which we refer as Combo-Action to compress the action space. We further train a deep recurrent Q-learning network model as a high-level controller, called supervisory network, to manage the Combo-Actions. Our method can be boosted with auxiliary tasks (enemy detection and depth prediction), which enable the agent to extract high-level concepts in the FPS games. Extensive experiments show that our method is efficient in training process and outperforms previous stateof-the-art approaches by a large margin. Ablation study experiments also indicate that our method can boost the performance of the FPS agent in a reasonable way.
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Carter, Marcus, Kyle Moore, Jane Mavoa, luke gaspard, and Heather Horst. "Children’s perspectives and attitudes towards Fortnite ‘addiction’." Media International Australia 176, no. 1 (2020): 138–51. http://dx.doi.org/10.1177/1329878x20921568.

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Playing digital games is increasingly pathologized as an addiction or a disorder, but there is limited research into the impact of game addiction discourse on children who play digital games. In this article, we present results from a study into the digital play of twenty-four 9–14-year-olds, attending to our participants’ perspectives and attitudes towards ‘game addiction’ and how it interacts with their play and identity. Focused primarily on the online multiplayer first-person shooter game Fortnite, we examine how children encounter and attempt to negotiate game addiction discourse and demonstrate how the discourse in and of itself produces challenges for young people whose interests and passions revolve around games. This article subsequently discusses how the discursive frameworks that are perpetuated in the media around ‘problematic play’ need to incorporate and be inclusive of the child’s right to play, and the relevance of our findings to the study of media panic and children’s critical media literacies.
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Breuer, Johannes, Ruth Festl, and Thorsten Quandt. "Aggression and Preference for First-Person Shooter and Action Games: Data From a Large-Scale Survey of German Gamers Aged 14 and Above." Communication Research Reports 31, no. 2 (2014): 183–96. http://dx.doi.org/10.1080/08824096.2014.907146.

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41

Hilgard, Joseph, Christopher R. Engelhardt, Jeffrey N. Rouder, Ines L. Segert, and Bruce D. Bartholow. "Null Effects of Game Violence, Game Difficulty, and 2D:4D Digit Ratio on Aggressive Behavior." Psychological Science 30, no. 4 (2019): 606–16. http://dx.doi.org/10.1177/0956797619829688.

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Researchers have suggested that acute exposure to violent video games is a cause of aggressive behavior. We tested this hypothesis by using violent and nonviolent games that were closely matched, collecting a large sample, and using a single outcome. We randomly assigned 275 male undergraduates to play a first-person-shooter game modified to be either violent or less violent and hard or easy. After completing the game-play session, participants were provoked by a confederate and given an opportunity to behave aggressively. Neither game violence nor game difficulty predicted aggressive behavior. Incidentally, we found that 2D:4D digit ratio, thought to index prenatal testosterone exposure, did not predict aggressive behavior. Results do not support acute violent-game exposure and low 2D:4D ratio as causes of aggressive behavior.
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Ghuman, Davinder, and Mark Griffiths. "A Cross-Genre Study of Online Gaming." International Journal of Cyber Behavior, Psychology and Learning 2, no. 1 (2012): 13–29. http://dx.doi.org/10.4018/ijcbpl.2012010102.

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One key limitation with the contemporary online gaming research literature is that much of the published research has tended to examine only one genre of games (i.e., Massively Multi-player Online Role Playing Games). Three relatively little studied online games are First Person Shooter (FPS) Games, Role Play Games (RPG), and Real Time Strategy (RTS) Games. Therefore, the current study examines player behaviour and characteristics in these three relatively under-researched online gaming genres. The study examines the differences between the three different game genres in terms of: (i) the demographic profile of players, (ii) the social interactions of players including the number and quality of friends, and how gaming related to real life friendship, and (iii) motivations to play specific game genres. The sample comprised 353 self-selected players. The RPG genre had the highest percentage of female players. The number of hours played per week varied significantly between the genres. RPG players played significantly longer hours than FPS or RTS players. In relation to playing motivation, achievement levels were highest for the FPS genre with RPG genre having the lowest achievement levels. RPG players had the highest immersion levels. RTS players were significantly less likely to report having made friends than players of the other two genres.
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43

Greitemeyer, Tobias. "The Police Officer’s Dilemma." Journal of Media Psychology 32, no. 2 (2020): 82–88. http://dx.doi.org/10.1027/1864-1105/a000260.

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Abstract. Correll and colleagues ( Correll, Park, Judd, & Wittenbrink, 2002 ) developed a first-person shooter task that simulates the police officer’s dilemma of whether to shoot or not a target that may present lethal danger. The present study examined the relationship between habitual violent video game play and responses in this shooting paradigm. Habitual violent video game play has been shown to increase the accessibility of aggressive thoughts. Previous research also demonstrated that action video game play has a positive impact on perceptual skills. Hence, it was hypothesized that players of violent video games would be more likely to mistakenly shoot a target and exhibit shorter reaction times in the shooting task. Results revealed that reaction times, but not error rates, were significantly associated with habitual violent video game play. These findings suggest that habitual violent video game play may have a positive impact on overall processing skills without limiting accuracy.
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McKissack, Fraser, and Lawrence May. "Running With the Dead: Speedruns and Generative Rupture in Left 4 Dead 1 and 2." Games and Culture 15, no. 5 (2019): 544–64. http://dx.doi.org/10.1177/1555412018821528.

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Distinctive narrative conditions arise when “speedrunning” the zombie narrative in Valve Corporation’s cooperative first-person shooter games Left 4 Dead (2008) and Left 4 Dead 2 (2009). Close analyses of two live speedruns recorded at the biannual Games Done Quick charity marathon, guided by concepts from Deleuze and Guattari, explain how the player’s narrative body, space, and time are impacted by the optimizations and exploits of the Left 4 Dead series’ zombie narrative. While the zombie story preprogrammed for players is largely bypassed, speedrunning through the Left 4 Dead series’ environments is a generative act of rupture that activates and deepens storytelling tendencies within zombie media that embrace chaos and decay. The speedrun is itself a form of collapse, where scripted meaning and intentionality fall away, replaced by the chance and ephemeral story of an emergent, optimized engagement.
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Briggs, Thomas W., and Jeffrey W. Pollard. "Beyond first-person shooter video games: Using computational modeling and simulation of mass violence for threat assessment and management." Journal of Threat Assessment and Management 6, no. 3-4 (2019): 182–92. http://dx.doi.org/10.1037/tam0000128.

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Körner, Robert, Jana Kammerhoff, and Astrid Schütz. "Who Commands the Little Soldiers?" Journal of Individual Differences 42, no. 1 (2021): 19–29. http://dx.doi.org/10.1027/1614-0001/a000326.

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Abstract. The popularity of miniature wargames (MWGs) has recently been on the rise. We aimed to identify the personality characteristics of people who play MWGs. Whereas the popular media have suspected that fantasy role-playing and war-related games cause antisocial behavior, past research on tabletop role-playing has shown that gamers are creative and empathetic individuals. Previous studies have investigated pen-and-paper tabletop games, which require imagination and cooperation between players. Tabletop MWGs are somewhat different because players compete against each other, and there is a strong focus on war-related actions. Thus, people have voiced the suspicion that players of this type of game may be rather aggressive. In the present study, 250 male MWG players completed questionnaires on the Big Five, authoritarianism, risk-orientation, and motives as well as an intelligence test. The same measures were administered to non-gamers, tabletop role-playing gamers, and first-person shooter gamers. Results indicated that according to self-reports, MWG players are more open, more extraverted, and have a higher need for affiliation than non-gamers. Further, high scores on reasoning and low scores on authoritarianism were typical of MWG players, and MWG players were similar to other gamers on these characteristics. All in all, our findings show that despite their penchant for (re)-enacting war scenes, MWG players seem to be open, nonauthoritarian individuals. Future research may add to these findings by using observer reports and longitudinal research to better understand whether intelligent and nontraditional people are attracted to MWGs or whether the setting of MWGs supports the development of such traits.
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Antunes, João, and Pedro Santana. "A Study on the Use of Eye Tracking to Adapt Gameplay and Procedural Content Generation in First-Person Shooter Games." Multimodal Technologies and Interaction 2, no. 2 (2018): 23. http://dx.doi.org/10.3390/mti2020023.

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Steenbergen, Laura, Roberta Sellaro, Ann-Kathrin Stock, Christian Beste, and Lorenza S. Colzato. "Action Video Gaming and Cognitive Control: Playing First Person Shooter Games Is Associated with Improved Action Cascading but Not Inhibition." PLOS ONE 10, no. 12 (2015): e0144364. http://dx.doi.org/10.1371/journal.pone.0144364.

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Myers, Brian. "Friends With Benefits: Plausible Optimism and the Practice of Teabagging in Video Games." Games and Culture 14, no. 7-8 (2017): 763–80. http://dx.doi.org/10.1177/1555412017732855.

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Recent scholarship in gaming studies has challenged the field to investigate and critique the hard core gaming audience (stereotypically seen as straight, White, cis-gendered male gamers) in a way that does not reinforce either the perceived marginalization of gamers or broader social hierarchies of gender, sexuality, and class. This article demonstrates a way to acknowledge the complexity of this audience without dismissing its most virulent tendencies via practice theory and weak theory. Using data drawn from a qualitative survey of 393 self-identified first-person shooter video game players, this article looks at the specific practice of “teabagging” in online competitive gaming contexts. Ultimately, this article argues that drawing attention to the gaps and fissures that local gaming practices can produce in broader structures of gaming, sexuality, and class can help critical gaming scholars encourage and cultivate such practices as well as construct new, reparative alliances between different fields and communities.
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Barlett, Christopher P., Richard J. Harris, and Ross Baldassaro. "Longer you play, the more hostile you feel: examination of first person shooter video games and aggression during video game play." Aggressive Behavior 33, no. 6 (2007): 486–97. http://dx.doi.org/10.1002/ab.20227.

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