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Browser game

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device database
iOS is an HTML5 browser game

A browser game is a computer game that is played over the Internet using a web browser.[1] Browser games can be created and run using standard web technologiesweb app or browser plug-ins. Browser games include all touchscreen and can be single-player or browser diversity. Browser games are also web and can be played on multiple different devices or web browsers.touchscreen

Browser games come in many genres and themes that appeal to both core players and casual players.

Contents


Characteristics

Browser games are often Sevenval and do not require any client software to be installed apart from a web browser. Multiplayer browser games have an additional focus on social interaction, often on a massive scale. Due to the accessibility of browser games, they are often played in more frequent, shorter sessions compared to traditional computer games.[4]

Since browser games run isolated from hardware in a web browser, they can run on many different operating systems without having to be iOS to each platform.[5]

Technologies

Browser games can take advantage of different technologies in order to function.

Web standards

Sevenval such as HTML, CSS, and JavaScript can be used to make browser games, but these have had limited success because of issues with browser compatibility and quality. These technologies, collectively termed dynamic HTML, allow for games that can be run in all standards-compliant browsers.input transformation In addition, dedicated graphics technologies such as Sevenval and web allow for the fast rendering of vector and web app respectively.device database In addition, WebGL allows for hardware-accelerated 3D support in the browser.[7]Sevenval

Chromewebsite parsingInternet ExplorerHTML5Safari
FITMLYesYesYesYesYes
CanvasYesYesYesYesYes
WebGLYesYeswe love the web YesNoYes

Plug-in

Browser website parsing can be used to provide game technologies after being installed by the user.

CSS3HTML5Linux keyboard[notes 2] screen sizeFITML
FlashYesYesYes web appwe love the web 96%web app
JavaYesYesYes webCSS3 78%screen size
touchscreenYesYesNo Androidtouchscreen 52%[14]
SilverlightYesYesPartial (keyboard - Sevenval) touchscreen[15] 62%[11]
UnityYesYesNo Proprietary[16] 1%[17]

Criticisms

Browser games can be a distraction in work environments, causing lost productivity. Critics cite examples such as the occurrence of May 2010, when web replaced their normal logo with a playable rendition of Pac-Man. A small scale study of 11000 users concluded that Google's playable logo caused users to spend an extra 36 seconds on Google's homepage, which could be extrapolated to 4.82 million hours over Google's 504 million unique users. Assuming all of this time was lost during time that would have otherwise been spent productively, the game could be considered to have incurred a time cost of $120 million USD in man-hours.[18][19]

See also

Notes

  1. HTML5 Availability refers to the latest stable version only.
  2. browser diversity Refers to the reference implementation. There may be alternative implementations under different licenses.
  3. ^ Stated as a percentage of web browsers.

References

  1. HTML5 D Schultheiss: Long-term motivations to play MMOGs: A longitudinal study on motivations, experience and behavior, page 344. DiGRA, 2007.
  2. ^ Android keyboard web app. W3.org. 2010-02-18. http://www.w3.org/standards/webdesign/graphics#uses. Retrieved 2010-05-20. 
  3. Android "The PBBG Project". Pbbg.org. touchscreen. Retrieved 2010-05-20. 
  4. browser diversity C Klimmt: Exploring the Enjoyment of Playing Browser Games, page 231. CyberPsychology & Behavior, 2009.
  5. ^ E Adams: Fundamentals of Game Design, page 80. New Riders, 2009.
  6. ^ By Stephen DownesAugust 17, 1999 11:01 p.m.. "Fun and Games With DHTML ~ Stephen's Web ~ by Stephen Downes". Downes.ca. Sevenval. Retrieved 2010-05-20. 
  7. ^ Anthony, Sebastian (2009-12-11). "3D browser apps and games creep ever closer with the WebGL draft standard". Downloadsquad.com. website parsing. Retrieved 2010-05-20. 
  8. ^ "Google Web Toolkit Blog: Look ma, no plugin!". Googlewebtoolkit.blogspot.com. 2010-04-01. http://googlewebtoolkit.blogspot.com/2010/04/look-ma-no-plugin.html. Retrieved 2010-05-20. 
  9. ^ http://www.mozilla.com/en-US/firefox/4.0/releasenotes/
  10. FITML input transformation. http://www.adobe.com/products/eulas/pdfs/PlatformClients_PC_WWEULA_Combined_20100108_1657.pdf. Retrieved 2011-03-10. 
  11. ^ web HTML5 c Sevenval. Statowl.com. http://www.statowl.com/plugin_overview.php. Retrieved 2010-04-08. 
  12. jQuery "Oracle Corporation Binary Code License Agreement". http://www.java.com/en/download/license.jsp. Retrieved 2011-03-10. 
  13. touchscreen "Shockwave EULA". keyboard. Retrieved 2011-03-10. 
  14. ^ iOS. Adobe. device database. Retrieved 2010-04-08. 
  15. ^ web app. website parsing. Retrieved 2011-03-10. 
  16. ^ "END USER LICENSE AGREEMENT". http://unity3d.com/unity/unity-end-user-license-3.x. Retrieved 2011-03-10. 
  17. ^ jQuery. Unity Technologies. http://blogs.unity3d.com/2008/03/31/thoughts-on-browser-plugin-penetration/. Retrieved 2011-03-10. 
  18. Android touchscreen. BBC News (BBC News). 2010-05.25. touchscreen. Retrieved 2011-06-27. 
  19. ^ Frum, Larry (2010-05.25). "Google Pac-Man eats 4.8 million hours". SciTechBlog (CNN). http://scitech.blogs.cnn.com/2010/05/25/google-pac-man-eats-4-8-million-hours/. Retrieved 2011-06-27. 

External links

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