Information is a fundamental Protocol Particle of Level -1 found in all complex systems. Information requires energy to be represented via some kind of encoding. Information is generally imperfect since time does not exist within the fundamental particle barrier. Observability is therefore a critical concern for players and environments in game theoretic terminology.
Framing
Framing determines how information is presented and perceived which implies that framing may be a strategy in more or less adversarial environments.
Oberservability
Observability provides the inputs that allow for interactions with any given system. Due to the imperfect nature of information itself, it follows that observability will also always be imperfect to the extend that anything that can be observed may already be outdated by the time of observation. Humans for instance are generally only able to observe the world as it once has been, which means that humans are future blind. Humans employ computational strategies like simulation in order to aid that problem.
Subjectivity
Subjectivity is a localized phenomenon expressing some kind of gravitropic priority or utility function. Adjacent to the idea of the selfish gene1, anthropologically2 speaking, subjectivity may be a critical component for survival. Subjectivity can be turned against the subject itself, which indicates the existence of rotation or inversion strategies. Tragically, subjects often weaponize their own subjectivity against themselves wherever the shades between thresholds and equilibria cannot be easily separated.