scholarly journals Penilaian Atribut Usabilitas oleh Gamer First Person Shooter (FPS) Indonesia

2016 ◽  
Vol 5 (2) ◽  
pp. 96
Author(s):  
Paulina K. Ariningsih ◽  
Yun P. Mulyani ◽  
Kristianto A. Nugroho ◽  
Chandra S. Rahardjo

<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 &amp; Sounds (D&amp;S), Help &amp; Hints (H&amp;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&amp;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&amp;S, expert tend to have different preference rather than other groups. Some future research potentials are also proposed in this paper.</span>

Author(s):  
Chuck Huff ◽  
Deborah G. Johnson ◽  
Keith W. Miller

In traditional communities, some actions are widely regarded as bad and unethical. But in online “communities,” the virtual analog of those actions may not be regarded with the same clarity. Since “virtual” behaviors are distinct from ordinary acts, they require further analysis to determine whether they are right or wrong. In this chapter we consider an incident on the Internet that illustrates this confusion. The incident centered on a virtual act of sexual violence. This “rape in cyberspace,” reported by Julian Dibbell in 1993, has generated questions about the significance of behaviors in virtual reality environments. We use the case to explore the moral nature of actions in virtual environments, emphasizing the themes of harm and responsibility. We then offer some tentative lessons to be learned and, finally, apply the lessons to virtual sex and to first-person shooter computer games.


2013 ◽  
Vol 3 (2) ◽  
pp. 77-90 ◽  
Author(s):  
Wee Hoe Tan

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.


Leonardo ◽  
2001 ◽  
Vol 34 (3) ◽  
pp. 221-226 ◽  
Author(s):  
Anne-Marie Schleiner

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.


2016 ◽  
Vol 9 (4) ◽  
pp. 179 ◽  
Author(s):  
Chee-Hua Chin ◽  
May-Chiun Lo ◽  
T. Ramayah

Rural tourism is seen as a potential sector in promoting country to the world and at the same time generates incomes to local communities. However, due to the lucrative economic benefits, tourism destination’s sustainability and quality of services is often being ignored. Thus, this study highlights the importance of sustainable management and destination marketing efforts in rural tourism destinations with identified significant contributively factors from local communities’ perspective. A total of 168 respondents comprising of local communities from <em>Kampung Telaga Air</em> and <em>Kampung Semadang</em>, Kuching, Sarawak took part voluntarily in this study. To assess the developed model, SmartPLS 2.0 (M3) is applied based on path modelling and bootstrapping. Interestingly, the findings revealed that local communities believed factors like climate change, carrying capacity of a destination, and environmental education are significantly affect both tourism destination sustainable management and destination marketing efforts. Furthermore, community support is also found to be important too for tourism destination marketing efforts. Surprisingly, community support was found no relations with destination sustainable management from local communities’ point of view. This study further discussed on the implications of the findings, limitations, and direction for future research.


2021 ◽  
Author(s):  
Shengmei Liu ◽  
Atsuo Kuwahara ◽  
James Scovell ◽  
Jamie Sherman ◽  
Mark Claypool

Competitive gamers, and especially esports gamers, want lower latency to improve their chances of winning. There are two main sources of latency in competitive computer games: local system latency and network latency. While researchers have studied the effects of both, a direct comparison has not been done, especially for competitive gamers and low-end latencies. This paper assesses the effects of local latency and network latency on experienced {\em Counter-strike: Global Offensive} players comparing data from two user studies. Analysis of the results shows that local latency has about a 2x higher impact on player performance (accuracy and score) and Quality of Experience (QoE) than does the same amount of network latency.


Comunicar ◽  
2010 ◽  
Vol 17 (34) ◽  
pp. 73-81 ◽  
Author(s):  
Mark Grimshaw

This essay examines the relationship between player and diegetic sound FX in immersive computer game environments and how this relationship leads, in large part, to the contextualization of the player within the virtual world of the game. This contextualization presupposes a primarily sonically-based perception of objects and events in the world and, in a multi-player game, this ultimately leads to communication between players through the medium of diegetic sound. The players’ engagement with, and immersion in, the game’s acoustic environment is the result of a relationship with sound that is technologically mediated. The game engine, for example, produces a range of environmental or ambient sounds and almost every player action has a corresponding sound. A variety of relevant theories and disciplines are assessed for the methodological basis of the points raised, such as film sound theory and sonification, and, throughout, the First-Person Shooter sub-genre is used as an exemplar. Such games include the «Doom» and «Quake» series, the «Half-Life» series and derivatives and later games such as «Left 4 Dead». The combination of the acoustic environment, the interactive placement of the player – as embodied by his virtual, prosthetic arms – in the environment and the sonic relationships between players produces the acoustic ecology. An exposition of this multi-player communication and the resultant acoustic ecology and player immersion, is the main objective of the essay. Este ensayo examina la relación entre el jugador y los efectos de sonido diegéticos en entornos de juego inmersivos para ordenadores, y a su vez, la manera en la que esta relación, en gran parte, pone en contexto al jugador dentro del mundo virtual del juego. Esta contextualización presupone una percepción basada principalmente en los sonidos de los objetos y los acontecimientos del mundo, lo que en el entorno del juego multijugador conduce finalmente a la comunicación entre los jugadores por medio del sonido diegético. El compromiso de los jugadores con –y la inmersión en– el ambiente acústico del juego es el resultado de una relación con el sonido mediada tecnológicamente. El motor del juego, por ejemplo, produce una gama de sonidos del entorno o del medio ambiente y casi todas las acciones del jugador tienen un sonido correspondiente. Una variedad de relevantes teorías y disciplinas, como la teoría del cine sonoro y la sonificación, se usan para construir nuestra base metodológica, y nos servimos de ejemplos como el del subgénero del «First-Person Shooter». Este tipo de juegos incluye las series «Doom» y «Quake», la serie «Half-Life» y sus derivados y juegos posteriores como «Left 4 Dead». La combinación del ambiente acústico, la posición interactiva del jugador –con la encarnación virtual de sus brazos protésicos– en el medio ambiente y las relaciones sonoras entre los jugadores produce la ecología acústica. Una exposición de esta comunicación multijugador, la ecología acústica resultante y la inmersión del jugador, es el objetivo principal del ensayo.


Author(s):  
Sam Hinton

Games, like other technological artifacts, do not fall mysteriously from orbit. They are constructed by humans within a matrix of social, economic and cultural conditions of production and consumption. Technologies including the refrigerator, the M16 machine gun and the bicycle have famously been the subject of so-called science and technology studies (STS) analyses, following MacKenzie and Wajcman, Pinch and Bijker and Latour and Callon, among others. Aside from a few initial forays, games have largely escaped this kind of in-depth and sustained analysis. This chapter argues for the use of STS in games research and uses an STS approach to explore the evolution of a ’genre’ of computer games – the first person shooter, or FPS – and in particular the cinematic turn that has taken place within this genre over the past decade.


2014 ◽  
Vol 2 (2) ◽  
pp. 149-156
Author(s):  
Rizka Lukmana Afif ◽  
Kodrat Iman Satoto ◽  
Kurniawan Teguh Martono

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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