In game design and game theory this concept is when information in the space of play is known (perfect) or unknown (imperfect) to the players.
For example, in chess perfect information is the pieces on the board in their current state. However, so are all the previous moves. If your opponent is hatching a plan, you may use their previous moves to determine their future ones.
There are also other cultural aspects of perfect information. For example, the personal connection you have with your opponent. If they have a specific personality then it will influence the decisions you make and how you play the game.
This reminds me of how culture affects [[Game Design Schemas]]. As well as the [[Cultural Constraints]] of design, and how they can also apply to games. If you do something unsportsmanlike in play, your opponent will treat you differently. As well as the [[Cultural Norms, Conventions, and Standards]] of design.
This is also a fundamental connection to [[Writing Game Rules]] and [[Building Game Mechanics]]