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embodied first person player actions onto the moving images on the screen,opens up a hybrid zone of mediation that blends what goes on the actualexperiential world of the player with what goes on the fictional world of thegame.This augmented reality effect is amplified by the fact that FPS players do notnormally‘see’theirownavatarsinasimulatedembodiedforminfrontofthemonthescreenastheyplay,onlythebarreloftheweapon.However,someFPS’sdisplayashortvideonarrativeatthebeginningtosetthesceneforthegameandintroduce players to the characters they will meet there, including their ownavatar.Inthissense,FPS’salsohavequitealotincommonwithonlineMassivelyMultiplayerRole‐PlayingGames(MMRPG’s)wherelargenumbersofplayerstakepart at the same time battling with one another as avatars. In these games,however,playerswillgenerallybeviewingandcontrollingavatarsin“fullbody”form, seen from a “Second Person” (proximate other) perspective. (Fig 2 –ResidentEvil)Figure2:ScreenShotfrom“ResidentEvil”Avatars in both FPS’s and RPG’s are usually identitifed by a unique charactername and a personal biography that sometimes appears in the opening video

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