Still considering the Development of a comprehensive list of discussion prompts that explore the economical significance of first-person shooter games as a business venture.
How do first-person shooter games reflect or shape cultural attitudes towards violence and conflict, and what might be the implications of banning these games in educational settings on students' understanding of these themes?
In what ways do the legal concerns surrounding the regulation of first-person shooter games intersect with issues of freedom of expression and personal responsibility, and how can these concepts be examined in the context of educational institutions?
Considering the psychological effects of playing first-person shooter games, how might banning these games in schools influence students' emotional and social development, and what alternative approaches could be implemented to address any concerns while still engaging students in meaningful ways?
Looking Backward: (choose this question if you are a current F P S player). Identify the games you are using as a comparison point in your report, and compare the two in terms of some of these factors: core game mechanics, level design, pacing, avatar/enemy design, weapon variety and characteristics, ambiance/setting/story, openness of world.
Looking Inward: Though the player may never ‘see’ his or her virtual self, most single player modes of F P S games have a "back story" about the character that the player is inhabiting in the game. Choose one of these three single player modes and give a detailed, first person account of what clues in the game help you figure out what kind of character you are as you are playing—how did the game developers signal your identity to you through their design choices? And, how does it impact how it feels to play the game?
Looking Around: As you play your chosen game, pay special attention to the environments and level design. What are the particular characteristics which define the overall style of the game's spaces? What design choices did the level creators make and why do you think they made them? How does the level design affect your experience and guide your play?