Social Interaction And First-person Shooters
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Social Interaction And First-person Shooters
The term first-person shooter (FPS) describes a video game genre where players participate in weapon-based combat all in the first person, or from the perspective of their character. One of the more notable features of FPS games is its compatibility for networked, then later online, multiplayer gaming, where players could bring their skills to a national and then later a global arena. In a genre consisting of players hunting and killing other players, FPS games are found to include a source of rich communication and social interactions between players. Online communication Communication online consists of a mix of both verbal and non-verbal interactions. Like in the real world, these interactions have individual meanings, social norms, policies, and a set of subsequent reactions to these interactions. All these interactions are aided and have become possible with advancements and the developing of game technology and design. Arenas for communication Online interactions between indi ...
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First-person Shooter
First-person shooter (FPS) is a sub-genre of shooter video games centered on gun and other weapon-based combat in a first-person perspective, with the player experiencing the action through the eyes of the protagonist and controlling the player character in a three-dimensional space. The genre shares common traits with other shooter games, and in turn falls under the action game genre. Since the genre's inception, advanced 3D and pseudo-3D graphics have challenged hardware development, and multiplayer gaming has been integral. The first-person shooter genre has been traced back to ''Wolfenstein 3D'' (1992), which has been credited with creating the genre's basic archetype upon which subsequent titles were based. One such title, and the progenitor of the genre's wider mainstream acceptance and popularity, was ''Doom'' (1993), often considered the most influential game in this genre; for some years, the term ''Doom'' clone was used to designate this genre due to ''Doom''s i ...
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Emotional
Emotions are mental states brought on by neurophysiological changes, variously associated with thoughts, feelings, behavioral responses, and a degree of pleasure or displeasure. There is currently no scientific consensus on a definition. Emotions are often intertwined with mood, temperament, personality, disposition, or creativity. Research on emotion has increased over the past two decades with many fields contributing including psychology, medicine, history, sociology of emotions, and computer science. The numerous theories that attempt to explain the origin, function and other aspects of emotions have fostered more intense research on this topic. Current areas of research in the concept of emotion include the development of materials that stimulate and elicit emotion. In addition, PET scans and fMRI scans help study the affective picture processes in the brain. From a mechanistic perspective, emotions can be defined as "a positive or negative experience that is assoc ...
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Gestures
A gesture is a form of non-verbal communication or non-vocal communication in which visible bodily actions communicate particular messages, either in place of, or in conjunction with, speech. Gestures include movement of the hands, face, or other parts of the body. Gestures differ from physical non-verbal communication that does not communicate specific messages, such as purely expressive displays, proxemics, or displays of joint attention.Kendon, Adam. (2004) ''Gesture: Visible Action as Utterance''. Cambridge: Cambridge University Press. Gestures allow individuals to communicate a variety of feelings and thoughts, from contempt and hostility to approval and affection, often together with body language in addition to words when they speak. Gesticulation and speech work independently of each other, but join to provide emphasis and meaning. Gesture processing takes place in areas of the brain such as Broca's and Wernicke's areas, which are used by speech and sign language. In ...
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Clan
A clan is a group of people united by actual or perceived kinship and descent. Even if lineage details are unknown, clans may claim descent from founding member or apical ancestor. Clans, in indigenous societies, tend to be endogamous, meaning that their members can marry one another. Clans preceded more centralized forms of community organization and government, and exist in every country. Members may identify with a coat of arms or other symbol to show that they are an . Kinship-based groups may also have a symbolic ancestor, whereby the clan shares a "stipulated" common ancestor who serves as a symbol of the clan's unity. Etymology The English word "clan" is derived from old Irish meaning "children", "offspring", "progeny" or "descendants"; it is not from the word for "family" or "clan" in either Irish or Scottish Gaelic. According to the ''Oxford English Dictionary'', the word "clan" was introduced into English in around 1425, as a descriptive label for the organization ...
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Lag (video Games)
In computers, lag is delay ( latency) between the action of the user (input) and the reaction of the server supporting the task, which has to be sent back to the client. The player's ability to tolerate lag depends on the type of game being played. For instance, a strategy game or a turn-based game with a slow pace may have a high threshold or even be mostly unaffected by high lag. A game with twitch gameplay such as a first-person shooter with a considerably faster pace may require a significantly lower lag to provide satisfying gameplay. Ping time Ping time is the network delay for a round trip between a player's client and the game server as measured with the ping utility or equivalent. Ping time is an average time measured in milliseconds (ms). The lower one's ping is, the lower the latency is and the less lag the player will experience. ''High ping'' and ''low ping'' are commonly used terms in online gaming, where ''high ping'' refers to a ping that causes a severe amount ...
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Ping (networking Utility)
ping is a computer network administration software utility used to test the reachability of a host on an Internet Protocol (IP) network. It is available for virtually all operating systems that have networking capability, including most embedded network administration software. Ping measures the round-trip time for messages sent from the originating host to a destination computer that are echoed back to the source. The name comes from active sonar terminology that sends a pulse of sound and listens for the echo to detect objects under water. Ping operates by means of Internet Control Message Protocol (ICMP) packets. ''Pinging'' involves sending an ICMP echo request to the target host and waiting for an ICMP echo reply. The program reports errors, packet loss, and a statistical summary of the results, typically including the minimum, maximum, the mean round-trip times, and standard deviation of the mean. The command-line options of the ping utility and its output vary between t ...
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Homophobic Slurs
LGBT slang, LGBT speak, or gay slang is a set of English slang lexicon used predominantly among LGBT people. It has been used in various languages since the early 20th century as a means by which members of the LGBT community identify themselves and speak in code with brevity and speed to others. The acronym LGBT was popularized in the 1990s and stands for Lesbian, Gay, Bisexual, and Transgender. History and context Because of sodomy laws and threat of prosecution due to the criminalization of homosexuality, LGBT slang has served as an argot or cant, a secret language and a way for the LGBT community to communicate with each other publicly without revealing their sexual orientation to others. Since the advent of queer studies in universities, LGBT slang and argot has become a subject of academic research among linguistic anthropology scholars. During the first seven decades of the 20th century, a specific form of Polari was developed by gay men and lesbians in urban centres ...
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Racial Slurs
The following is a list of ethnic slurs or ethnophaulisms or ethnic epithets that are, or have been, used as insinuations or allegations about members of a given ethnicity or racial group or to refer to them in a derogatory, pejorative, or otherwise insulting manner. Some of the terms listed below (such as "gringo", "yank", etc.) can be used in casual speech without any intention of causing offense. The connotation of a term and prevalence of its use as a pejorative or neutral descriptor varies over time and by geography. For the purposes of this list, an ''ethnic slur'' is a term designed to insult others on the basis of race, ethnicity, or nationality. Each term is listed followed by its country or region of usage, a definition, and a reference to that term. Ethnic slurs may also be produced as a racial epithet by combining a general-purpose insult with the name of ethnicity, such as "dirty Jew", "Russian pig", etc. Other common insulting modifiers include "dog", "filthy", ...
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Gender Discrimination
Sexism is prejudice or discrimination based on one's sex or gender. Sexism can affect anyone, but it primarily affects women and girls.There is a clear and broad consensus among academic scholars in multiple fields that sexism refers primarily to discrimination against women, and primarily affects women. See, for example: * Defines sexism as "prejudice, stereotyping, or discrimination, typically against women, on the basis of sex". * Defines sexism as "prejudice or discrimination based on sex or gender, especially against women and girls". Notes that "sexism in a society is most commonly applied against women and girls. It functions to maintain patriarchy, or male domination, through ideological and material practices of individuals, collectives, and institutions that oppress women and girls on the basis of sex or gender." * Notes that Sexism' refers to a historically and globally pervasive form of oppression against women." * Notes that "sexism usually refers to prejudice ...
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Taunting
A taunt is a battle cry, sarcastic remark, gesture, or insult intended to demoralize the recipient, or to anger them and encourage reactionary behaviors without thinking. Taunting can exist as a form of social competition to gain control of the target's cultural capital (i.e., status). In sociological theory, the control of the three social capitals is used to produce an advantage in the social hierarchy, so as to enforce one's own position in relation to others. Taunting is committed by either directly or indirectly encouraging others to taunt the target. The target may give a response in kind to maintain status, as in fighting words and trash-talk. Taunts are also a genre of folklore. Verbal taunts The act of taunting can be learned by observation and improvisation. It usually follows linear thought, correlating or building in some manner to the target of taunting. Things such as the victim's appearance, intelligence, mannerisms, education, background, past offences, etc. can oth ...
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Cheating In Video Games
Cheating in video games involves a video game player using various methods to create an advantage beyond normal gameplay, usually in order to make the game easier. Cheats may be activated from within the game itself (a cheat code implemented by the original game developers), or created by third-party software (a game trainer or debugger) or hardware (a cheat cartridge). They can also be realized by exploiting software bugs; this may or may not be considered cheating based on whether the bug is considered common knowledge. History Cheating in video games has existed for almost their entire history. The first cheat codes were put in place for play testing purposes. Playtesters had to rigorously test the mechanics of a game and introduced cheat codes to make this process easier. An early cheat code can be found in ''Manic Miner'', where typing "6031769" (based on Matthew Smith's driving license) enables the cheat mode. Within months of '' Wizardry: Proving Grounds of the Mad Ov ...
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