Asif Ali Laghari , Hang Li , Yin Shoulin , Awais Khan Jumani , Abdullah Ayub Khan , Fida Hussain Dahri
{"title":"Internet of Things for gaming: A review","authors":"Asif Ali Laghari , Hang Li , Yin Shoulin , Awais Khan Jumani , Abdullah Ayub Khan , Fida Hussain Dahri","doi":"10.1016/j.entcom.2024.100910","DOIUrl":null,"url":null,"abstract":"<div><div>The Internet of Things (IoT) is an advanced tech that transfers game data such as graphics, text, and other data over real-time networks. Game player surroundings can be sensed, or movement or situation can be observed for wearable devices that use sensors and actuators, this increases sales of wearables from 18 million in 2015 to 533.6 million units by 2021. The information of game players gathered by sensors and actuators is sent for further action in the game engine. In this paper, we survey and analyze the involvement of IoT technology sensors and wearables in serious and social gaming. Further, we reviewed IoT applications for gaming, as well as their challenges and limitations, with open research issues for future development.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"52 ","pages":"Article 100910"},"PeriodicalIF":2.8000,"publicationDate":"2025-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Entertainment Computing","FirstCategoryId":"94","ListUrlMain":"https://www.sciencedirect.com/science/article/pii/S1875952124002787","RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q2","JCRName":"COMPUTER SCIENCE, CYBERNETICS","Score":null,"Total":0}
引用次数: 0
Abstract
The Internet of Things (IoT) is an advanced tech that transfers game data such as graphics, text, and other data over real-time networks. Game player surroundings can be sensed, or movement or situation can be observed for wearable devices that use sensors and actuators, this increases sales of wearables from 18 million in 2015 to 533.6 million units by 2021. The information of game players gathered by sensors and actuators is sent for further action in the game engine. In this paper, we survey and analyze the involvement of IoT technology sensors and wearables in serious and social gaming. Further, we reviewed IoT applications for gaming, as well as their challenges and limitations, with open research issues for future development.
期刊介绍:
Entertainment Computing publishes original, peer-reviewed research articles and serves as a forum for stimulating and disseminating innovative research ideas, emerging technologies, empirical investigations, state-of-the-art methods and tools in all aspects of digital entertainment, new media, entertainment computing, gaming, robotics, toys and applications among researchers, engineers, social scientists, artists and practitioners. Theoretical, technical, empirical, survey articles and case studies are all appropriate to the journal.