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Graph of Game Worlds: New Perspectives on Video Game Architectures

Published: 28 January 2015 Publication History

Abstract

Software architectures of video games have evolved radically over the past decade. Researchers and practitioners have proposed architectural patterns such as stand-alone configuration, peer-to-peer, client server and hybrid, and some of them have successfully been used in commercial game titles. A conceptual framework for game architectures—Game Worlds Graph (GWG)—is presented in this paper for three purposes: 1) classifying existing architectures, 2) communicating and sense-making of game architectures, and 3) exploring and discovering future game architectures. The framework is based on the Game World and the World Connector concepts, which reveal some essential characteristics of game architectures—thus can be more descriptive and informative than existing taxonomies.

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  1. Graph of Game Worlds: New Perspectives on Video Game Architectures

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    cover image Computers in Entertainment
    Computers in Entertainment   Volume 11, Issue 2
    Theoretical and Practical Computer Applications in Entertainment
    June 2013
    37 pages
    EISSN:1544-3574
    DOI:10.1145/2582179
    Issue’s Table of Contents
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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    Publication History

    Published: 28 January 2015
    Published in CIE Volume 11, Issue 2

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    Author Tags

    1. Game World
    2. Game Worlds Graph
    3. World Connector

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