Computer games have grown during recent years into a popular entertainment form with a wide variety of game types and a large consumer group spread across the world. An increasing number of people are playing electronic games, placing them among other favorite leisure activities. When surveyed on the most fun entertainment activities in the year 2000, 35 percent of all Americans identified computer and video games, where watching television fell second at 18 percent, followed by surfing the internet (15%), reading books (13 %) and going to the movies (11%) [8]. On-line gaming has offered people new means of having social interaction with people in faraway locations and let them access and play out fantasy-driven identities they are unable to manifest in the real world [12]. In 2002, the percentage of frequent game players that play games online rose to 31 percent up from 24 percent the year before [8]. Within the games, or through the use of websites based around the games, dedicated and long-lived communities have formed which have created new content, sometimes leading to commercial ventures. Electronic game play, however, is not limited to home use. Game parlors and LAN parties are becoming a popular means to play online games. Also, 37 percent of Americans who own game consoles (or computers used to play games), report that they also play games on mobile devices such as PDAs and mobile phones [8]. The popularity of computer games has thus not only made them important carriers of culture and trends but also a financially interesting area. They also function as a vehicle for the development and deployment of new hardware, software and user interface techniques. According to Interactive Digital Software Association (www.idsa.com), the computer and video game software industry in the US generated $6.35 billon in sales from 225 million units in 2001 (up 7.9% and 4.5% from 2000 respectively). In the same year in the US, movie box office grosses were $8.41 billion [8]. In the UK in the year 2000, the entertainment software industries grossed £300 million more than the UK cinema box offices and almost double that of home video rentals [3]. The world entertainment software market is estimated to be almost $18 billion and to grow to $26.7 billion by the year 2005 [3]. Computer games are some of the applications available to the general public that have the very highest demands on ease-of-use, engagement, and aesthetical appearance. These demands have made developers of computer games use the latest techniques within artificial intelligence, multimedia, computer graphics, computer simulation, and human-computer interaction to be competitive against other games developers. For example, recently IBM, Sony, and Toshiba have partnered on creation of the ‘Cell’. The Cell is a unique type of computer processor that contains several types of computing cores that are optimized for one type of task (e.g. communications, video processing). These processing cells can be interconnected to optimize a specific task [11]. This exciting research has not been driven for use in supercomputers, or high-end business PCs, but for use in the Playstation, a gaming console.
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