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Journal of Gaming and Virtual Worlds

Submitted by Tanner on Tue, 03/25/2008 - 12:10

a.ensslin@bangor.ac.uk

The Journal of Gaming and Virtual Worlds is a peer-refereed,

international journal which focuses on theoretical and applied,

empirical, critical, rhetorical, creative, economic and professional

approaches to the study of electronic games across platforms and genres

as well as ludic and serious online environments such as Massively

Multiplayer Online Role Playing Games and Second Life. The Journal aims

at researchers and professionals working in and researching creative

new media and entertainment software around the globe and seeks to

document, harmonise, juxtapose and critically evaluate cutting-edge

market trends, technological developments, as well as socio-cultural,

political, economic and psychological concerns. It informs its readers

about recent events such as conferences, and features long articles,

short papers, poster abstracts, interviews, reports and reviews of

relevant new publications, websites, virtual environments and

electronic artefacts. The Journal of Gaming and Virtual Worlds is a

peer-refereed, international journal which focuses on theoretical and

applied, empirical, critical, rhetorical, creative, economic and

professional approaches to the study of electronic games across

platforms and genres as well as ludic and serious online environments

such as Massively Multiplayer Online Role Playing Games and Second

Life. The Journal aims at researchers and professionals working in and

researching creative new media and entertainment software around the

globe and seeks to document, harmonise, juxtapose and critically

evaluate cutting-edge market trends, technological developments, as

well as socio-cultural, political, economic and psychological concerns.

It informs its readers about recent events such as conferences, and

features long articles, short papers, poster abstracts, interviews,


reports and reviews of relevant new publications, websites, virtual

environments and electronic artefacts.

Contributions are invited from all fields of game studies research,

design and development. We seek to provide a platform for vivid

information interchange between academia and industry, between

scholarship and professionalism, between theory, criticism and

practice. Typical subject areas include

• Theory and criticism: e.g. narratology, ludology, philosophy, gender,

race, identity, history (of and in games), rhetorical approaches,

discourse analysis and semiotics, genre criticism and cultural studies

• Social and psychological concerns: e.g. (online) communities,

participation, interaction, identity formation, networks, violence and

addiction, emotion, children’s social behaviour, cognitive effects, e-

learning and education

• Design issues: e.g. developments in 3D modelling, authenticity and

realism, mimesis, screenwriting, sound effects, composition, static vs.

moving image, cut scenes, background vs. foreground, multimodality,

simulation and game engines

• Reception and production: e.g. ethnography, customer research,

therapeutic and hazardous effects, serialisation, adaptation,

franchising, commercial vs. serious games, transmediation,

intermediality, artificial intelligence, and new literacy studies.

Advances in Games Technology: Software, Models, and Intelligence


1. Edmond Prakash
1. Manchester Metropolitan University, Manchester, UK,
e.prakash@mmu.ac.uk
2. Geoff Brindle
1. Manchester Metropolitan University, Manchester, UK,
g.brindle@mmu.ac.uk
3. Kevin Jones
1. Nanyang Technological University, Singapore
4. Suiping Zhou
1. Nanyang Technological University, Singapore
5. Narendra S. Chaudhari
1. Nanyang Technological University, Singapore,
asnarendra@ntu.edu.sg
6. Kok-Wai Wong
1. Murdoch University, Murdoch, Western Australia,
Australia
Abstract
Games technology has undergone tremendous development. In this article,
the authors report the rapid advancement that has been observed in the
way games software is being developed, as well as in the development of
games content using game engines. One area that has gained special
attention is modeling the game environment such as terrain and
buildings. This article presents the continuous level of detail terrain
modeling techniques that can help generate and render realistic terrain
in real time. Deployment of characters in the environment is
increasingly common. This requires strategies to map scalable behavior
characteristics for characters as well. The authors present two
important aspects of crowd simulation: the realism of the crowd
behavior and the computational overhead involved. A good simulation of
crowd behavior requires delicate balance between these aspects. The
focus in this article is on human behavior representation for crowd
simulation. To enhance the player experience, the authors present the
concept of player adaptive entertainment computing, which provides a
personalized experience for each individual when interacting with the
game. The current state of game development involves using very small
percentage (typically 4% to 12%) of CPU time for game artificial
intelligence (AI). Future game AI requires developing computational
strategies that have little involvement of CPU for online play, while
using CPU’s idle capacity when the game is not being played, thereby
emphasizing the construction of complex game AI models offline. A
framework of such nonconventional game AI models is introduced

The scope of
Journal ofGaming & Virtual Worlds(JGVW)
The
Journal ofGaming &Virtual Worlds
(
JGVW
) is a peer-refereed,international journal that focuses on theoretical
and applied, empirical,critical, rhetorical, creative, economic,
pedagogical and professionalapproaches to the study ofelectronic games
across platforms and genres,as well as ludic and serious online
environments such as massivelymultiplayer online role-playing games and
Second Life
TM
.
JGVW
aims at researchers and professionals working in and research-ing
creative new media and entertainment software around the globe,and
seeks to document, harmonize, juxtapose and critically evaluatecutting-
edge market trends and technological developments, as well
associocultural, political, economic and psychological concerns. It
informsits readers about recent events such as conferences, and
features longarticles, short papers, poster abstracts, interviews,
reports and reviewsofrelevant new publications, websites, virtual
environments and elec-tronic artefacts.Prospective guest editors are
invited to approach the Associate Editorswith a proposal for a themed
issue or series. Prospective book reviewersand publishers should
approach the Reviews Editor directly.

Editorial Board
Erik Champion – Massey University Auckland, NZDavid Ciccoricco –
University ofCanterbury, NZPawel Frelik – Maria Curie-Sklodowska
University, Lublin, PLNigel John – Bangor University, UKHelen Kennedy –
University ofthe West ofEngland, UKBrian C. Ladd – State University
ofNew York, Potsdam, USAXavier Laurent – Bangor University, UKEsther
MacCallum-Stewart – University ofEast London, UKMichael Nitsche –
Georgia Institute ofTechnology, USAJustin Parsler – Brunel University,
UKCelia Pearce – Georgia Institute ofTechnology, USAJason Schklar –
Amazon.com, USA

Do You Have Gaming Software In Your Computer


By: Vgevge

Computer is becoming a household name because of its wide range of applications. Computer
finds its use in every aspect. It is the computer that has made life easier to live in. Computer
is no longer a computing device but it has turned into an entertainment box. However internet
has widened its scope even more. You can listen to songs, watch movies, chat with your
friends and even can play games on your PC.

It is true that internet has come to existence only because computer exists. We are exploring
the internet so widely because use of computer is also wide. Internet is the main source of
entertainment. Softwares can be easily downloaded from the internet and gaming software is
a type of software which is the most commonly downloaded software. Let me give you some
more details in gaming software.

Gaming software allows games to be accessed and played in your computer. Games are
designed to relax our heart and mind. Although earlier games are regarded as fun stuff for
kids but today it is no more so. Games are meant for all age groups. It has been a favorite
pass time for almost all section of people. There are some games that can develop
intelligence.

Playing games in PC is in the latest trend. When you get exhausted from your work, turning
the pages of your voluminous file, you switch on to some games in your PC. Games can
remove stress from life to a great extent. It deals with overstress very effectively. Have you
ever thought how these games are available in your PC? It is because of the gaming software.

Do you sometime think of endowing and embellishing your computer with some gaming
software? It is so easy to download gaming software that even your child can do it. Some
software have a price tag to it. If you download such gaming software you need to pay for it.
Moreover you need to be a license holder to play that game and to share it with your
colleagues and friends. You can even get freeware gaming software which allows you to
download the games free of cost.
To play these games, you do not need to hold a license for it. Shareware is a type of software
that allows you to try the software before you use it. For sharewares, to continue its use
further you need to pay a little amount than the other commercial softwares. There are many
online games that you can play on the internet provided your computer is endowed with the
software that enables you to play games on it. A varied forms and types of gaming software
are available in the market.

Gaming softwares are an integral part of every computer. If your PC has gaming software, you
can play games on it. If does not possess then you are deprived. Every problem has a
solution, so does the computer without gaming software. You can download gaming softwares
easily. There are many gaming softwares that allow you to develop games. It is something
that all gaming freaks must possess.

Towards the Preservation of Local Computer Game Software


Challenges, Strategies, Reflections
1. Melanie Swalwell1
+ Author Affiliations
1. 1
Flinders University, Australia,
melanie.swalwell@flinders.edu.au
Abstract
/ New Zealand's digital game history includes a significant quantity of
locally written software titles from the 1980s. Currently, few people
are aware of this, no institutional collections exist, and
institutional preservation efforts are directed elsewhere. This context
prompted the assembly of a multidisciplinary team of researchers to
bring legal, technical, and media-historical expertise to bear on these
titles' preservation. This article briefly introduces the game
preservation landscape, before outlining the case for the preservation
of local game software. It reports on the challenges faced in a pilot
study to preserve locally written game software for the Sega SC3000
computer. The initial plan — to secure licence agreements that would,
in turn, enable technical preservation — gave way as a more complex
intertwining of the legal and technical emerged. Navigating these
challenges required a change of strategy: from emulation to
translation. Translation — from BASIC to Java — is an elegant solution,
in the circumstances. As well as recounting the project's practical
realization, this article considers the fidelity of the conserved
digital game to its `original'.

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