Realism & Subjectivity in First-Person Shooter Games


As video games and the genre of the first-person shooter have become increasingly detailed and immersive, manufacturers, gamers and critics have often remarked on the realistic experience these games afford players. In November 2002, editors of the satirical publication The Onion mined the phenomenon in their typical nothing-is-sacred manner, conjuring an article about the delayed release of an ultra-realistic first-person shooter called Beltway Sniper: Silent Strike. Such an emphasis on realism and gamer subjectivity coming from so many sources calls for an exploration of how realism is created and understood in these games. As this paper will argue, the impression of realism and interactivity in such first-person shooter (FPS) as id Software’s DOOM and Quake II is not due to the advancement of technologies towards a paragon of interactive reality but from the technological differentiation of games in production, a differentiation that is naturalized as realistic and interactive.

Full Article (PDF):application/pdf iconPeter-Bell-Realism-and-Subjectivity.pdf

One Reply to “Realism & Subjectivity in First-Person Shooter Games”

  1. shooting games

    Another issue is video games are generally serious in nature with the major focus on knowing things rather than entertainment. Although, there is an entertainment factor to keep children engaged, each game will likely be designed to focus on a specific skill set or program, such as mathmatical or scientific disciplines. Thanks for your post Realism & Subjectivity in First-Person Shooter Games | Gnovis Journal.

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