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Gameplay ModeWar, Simulation, and Technoculture$
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Patrick Crogan

Print publication date: 2011

Print ISBN-13: 9780816653348

Published to Minnesota Scholarship Online: August 2015

DOI: 10.5749/minnesota/9780816653348.001.0001

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The Game of Life

The Game of Life

Experiences of the First-Person Shooter

Chapter:
(p.87) 5 The Game of Life
Source:
Gameplay Mode
Author(s):

Patrick Crogan

Publisher:
University of Minnesota Press
DOI:10.5749/minnesota/9780816653348.003.0005

This chapter examines the experience of information in first-person shooter computer games. Elements of the screen interface are the common informational supplements to the visual field of perception provided to the player. These include a compass heading graphic, a mini map, or a radar screen giving extra information about the player’s surrounds, avatar health level, and weapons selection indicators. Information processing makes available to the player the experience of the game, of its world of interactive possibility, through a dynamically updated, perspectivally illusionistic interface. To play a first-person shooter is to adopt a view of information that emerges from the particular and historically conditioned cybernetic frame of reference.

Keywords:   first-person shooter, screen interface, informational supplements, information processing, illusionistic interface

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