"In this study we build and analyze corpora of
internet message board discussions and use this analysis to build a model that attempts to
predict videogame sales figures. Weekly corpora are built by downloading and processing
text consisting of the discussions of a large community focused on the topic of videogames.
This text is then analyzed to determine which videogame titles generate the most discussion
within the community for each week. We use support vector regression to create a model that
is able to make predictions about future sales figures"
Abstract: "Cloud gaming now makes any computer game
playable on a thin client without the previous worries and
frustrations about the hardware requirements. It frees players
from the need to frequently upgrade their computers as they
can now play games that are hosted on remote servers with a
broadband Internet connection and a thin client. However, cloud
games are intrinsically more susceptible to latency than online
games because game graphics are rendered on cloud servers and
thin clients do not possess game state information that is required
by delay compensation techniques.
In this paper, we investigate how the response latency in cloud
gaming would affect users' experience and how the impact of
latency on players' experience varies among different games. We
show that not all games are equally friendly to cloud gaming. That
is, the same degree of latency may have very different impacts on
a game's quality of experience depending on the game's real-time
strictness. We thus develop a model that can predict a game's
real-time strictness based on the rate of players' inputs and the
game screen dynamics. The model can be used to simultaneously
enhance players' gaming and optimize the operation
cost of data centers."
From the introduction::"The main objective of this chapter is focused on how to exploit the evolution of technology
to improve user interaction in game environments through digitalized objects with identifi‐
cation technology (such as RFID or Near Field Communication). Digitalized objects are used
as interaction resources. They are used in conjunction with mobile devices providing the
performance of tasks with a simple and intuitive gesture. In the first place, mobile devices
offer sophisticated methods to provide users with services to make use of information and
to interact with objects in the real world. In the second place, physical objects are associated
with digital information through identification technologies such as RFID. In this context,
physical mobile interactions allow users to play games through natural interaction with ob‐
jects in the real world. This chapter has six sections. Section 2 describes some concepts such
as: Ubiquitous Computing, the Internet of Things and the types of interaction used in
games. Section 3 presents the general infrastructure of RFID systems. In section 4, we de‐
scribe the development of two RFID games. In section 5 their advantages and disadvantages
are presented. Finally, conclusions are set out in Section 6."
Published 2013 and excerpted in Google Books. From the description: "In Honoring the Code: Conversations with Great Game Designers, 16 groundbreaking game developers share their stories and offer advice for anyone aspiring to a career in the games industry. You'll learn from their triumphs and failures and see how they dealt with sweeping changes in technology, including critical paradigm shifts from CD-ROMs and 3D graphic cards to the Internet and mobile revolution.
The book presents in-depth interviews with a diverse mix of game professionals, emphasizing the makers of adventure games, role-playing games, and real-time strategies. It focuses on developers who have contributed to multiple eras or genres as well as those who have hired, taught, or mentored newcomers. Since the mobile revolution has opened up new demographics and new gameplay mechanics, the book features current developers of games for mobile devices. It also explores how indie game developers are making commercial-quality games with a small team mostly using free tools and funded with crowdsourcing applications."
Abstract: "D video games are getting popular in the world with the availability of advanced graphic cards, high
processing p
ower computers, high speed internet and smart sensing devices ranging from general mouse
to Microsoft Kinect. OpenGL is a popular graphics processing framework and it is being used by many
famous 3D video game design software as the back end framework. In
this paper we present our
experience with OpenGL based C++ implementation of a 3D first person shooting game. 3D
environment building, navigating, character animation, lighting, sound and shooting is described.
Specially OpenGL based concepts are discussed
for clear understanding of the concepts."
Abstract: "Identifying and measuring a musical talent is not a
simple task that could be performed by computers. In addition to
the technical challenges, it also involves social, emotional and
cultural issues. This problem is aggravated when the task needs
to be performed taking as input the huge amount of music
content available on the Internet today. In this paper we report
work in progress on a social interactive Game with a Purpose
using fun as a key motivational factor to assist in recruitment and
measurement of musical talent. "
Abstract: "Location-based mobile gaming
combines gameplay with physical ac
tivity. We have developed a game, O-
Mopsi, based on the concept of orienteering, which can
be played on mobile phones with GPS receiver and
Internet connection. In order to complete a game, a play
er must visit a set of targets that are photos chosen
from a user-generated geotagged database. Game crea
tion, management and live tracking can be done using
a web interface. The game was presented at an annual
international festival whic
h is aimed at introducing
science and technology to school children and the overa
ll feedback received from the players was positive. "
Abstract: "Cloud gaming provides game-on-demand
(GoD) services over the Internet cloud. The goal is to
achieve faster response time and higher QoS. The
video game is rendered remotely on the game cloud
and decoded on thin client devices such as tablet
computer or smartphone. We design a game cloud with
a virtualized cluster of CPU/GPU servers at USC
GamePipe Laboratory. We enable interactive gaming
by taking full advantage of the cloud and local
resources for high quality of experience (QoE) gaming.
We report preliminary performance results on
the game latency and frame rate. We find 109 ~ 131 ms
latency in using the game cloud, which is 14% ~ 38%
lower than 200 ms latency experienced on a thin local
computer. Moreover, the frame rate from the cloud is
25% ~ 35% higher than that of using a client computer
alone. Base on these findings, we anticipate game
cloud to have a performance gain or QoS improvement
of 14% ~ 38% over video gaming on a thin client
device such as a smartphone or a tablet computer."
From the abstract: "n the last decade the
popularity of MMOGs has exploded.
Unfortunately, the demand
has far outweighed the resources
commercial game providers can
provide. Many MMOGs are suffering from scalability issues,
resulting in game world partitioni
ng, service down time and server
crashes. The centralized server architecture of most modern day
MMOGs is unable to cope with
this increase in the number of
participating players. Hence, there is a need for a scalable network
architecture which can support these large number of players
without affecting the overall gaming experience for each player.
In this paper, we provide a review on the existing networking
infrastructure solutions for MMOGs. This includes description
and comparison of different im
plementation techniques for the
deployment of massive multiplayer on-line games, which work as
a client/server and peer-to-peer paradigms. "
Abstract: "the boom
of Cloud Computing services in the recent years has created
new opportunities and removed many of the limitations that
are typically tied to software deployed on the Internet. It has
been shown that the development of online games can benefit
from the integration of Cloud services into their design in order
to solve many of the problems that plague their development
and maintenance. In this paper, we first discuss the current
designs of online gaming architectures and present their limits.
The solutions offered by using Cloud services in respect to these
video games are then explored and the new problems that arise
from this combination are addressed. We also present a case
study by deploying an online First Person Shooter multiplayer
video game on currently available Cloud infrastructures (using
Amazon Elastic Compute Cloud) and detailing our architecture
specifically designed for this purpose. We show that, where once
entering the market of online games was solely affordable by big
companies due to the high infrastructure costs, a single person
could now create and deploy an online game."
"browser game using CSS3 metaqueries ...After starting the game it will show you 2 pixel values, the first represents the width, the second one the height.
Your task, if you choose to accept, is to resize your browser window as fast as possible to the presented width and height.
The background color of the webpage indicates whether you're far off the pixel values or not. Blue means "far off", red means "almost there" and green "you've done it."
The countdown in the middle shows how much time is left to resize your window. Depending on what game level you choose you have to be more or less precise and faster with the resizing. "
"Five word summary: Nazis in Hell fighting demons. Five more words: It's pure Javascript and HTML5. Today's the day I finally decided to release Subbania to the public."
"In November, Nintendo will release Wii U, the first update to the groundbreaking motion-controlled gaming console that took the industry by storm in 2006. Pundits and developers presume Sony and Microsoft will quickly follow suit with their own updated game consoles - also the first in years - though neither have confirmed it."
"HTML5 is the new shiny thing, and there's a lot of evangelism going on about it. The improvement process is rapid (too much so? that's another blog post), and browser vendors are trying to get the game makers in bed with them, some with means of money, some with fame."