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Walkthrough: videogames and technocultural form - Seth Giddings

Walkthrough: videogames and technocultural form - Seth Giddings

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List of commonly used acronyms<br />

AI: the science of Artificial Intelligence, <strong>and</strong> in <strong>videogames</strong>, the aspects of the game code that facilitate more<br />

or less complex or responsive behaviour on the part of NPCs or the gameworld<br />

ALife: the science of Artificial Life<br />

ANT: Actor-Network Theory<br />

CPU: central processing unit of a computer. In computer game discourse, CPU sometimes refers to the<br />

computer itself as a player<br />

FPS: first person shooter. Videogame genre characterised by the presentation of the gameworld as if through<br />

the player’s point-of-view <strong>and</strong> by a game dynamic of weapon-based combat<br />

HCI: human-computer interaction.<br />

HUD: head-up display. In the design of fighter pilot helmets for instance, the projection of computer data<br />

onto the visor, allowing the pilot to see the environment <strong>and</strong> data simultaneously. In <strong>videogames</strong> a<br />

simulation of this as part of the visual interface (notably in FPSs); crosshairs, health levels, etc. presented<br />

over the gameworld<br />

MMOG: massively multiplayer online game. E.g. online virtual worlds such as Second Life.<br />

MMORPG: massively multiplayer online role-playing game. MMOG with a role-playing structure <strong>and</strong><br />

motive, e.g. World of Warcraft<br />

MUD: multi-user dungeon or multi-user domain. Text-based online virtual world / game. Often with a<br />

fantasy theme.<br />

NPC: non player character, controlled by the CPU<br />

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