Internet of Things for gaming: A review

IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Entertainment Computing Pub Date : 2025-01-01 Epub Date: 2024-11-27 DOI:10.1016/j.entcom.2024.100910
Asif Ali Laghari , Hang Li , Yin Shoulin , Awais Khan Jumani , Abdullah Ayub Khan , Fida Hussain Dahri
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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.
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游戏领域的物联网
物联网(IoT)是一种先进的技术,可以通过实时网络传输游戏数据,如图像、文本和其他数据。使用传感器和执行器的可穿戴设备可以感知游戏玩家的周围环境,或观察移动或情况,这将使可穿戴设备的销量从2015年的1800万部增加到2021年的5.336亿部。传感器和执行器收集到的游戏玩家的信息被发送到游戏引擎中进行进一步的操作。在本文中,我们调查并分析了物联网技术传感器和可穿戴设备在严肃游戏和社交游戏中的应用。此外,我们回顾了物联网在游戏中的应用,以及它们的挑战和局限性,以及未来发展的开放研究问题。
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来源期刊
Entertainment Computing
Entertainment Computing Computer Science-Human-Computer Interaction
CiteScore
5.90
自引率
7.10%
发文量
66
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.
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