Review of Related Literature
This chapter presents the studies made by other researchers which are related to the literature and present study. What is Client/Server?
Client/Server describes the relationship between two computer programs in which one program, the client, makes a service request from another program, the server, which fulfils the request. Although the client/server idea can be used by programs within a single computer, it is a more important idea in a network. (Sullivan, 2009) In contrast, client-server network paradigm which is most commonly used in networking the world over. As the name makes pretty clear, the definition a client server network is that one of the involved parties acts as a client and the other acts as a server. (Kashyap, 2010) Client and Server Devices
Client/Server networking grew in popularity many years ago as personal computers (PCS) became the common alternative to older mainframe computers. Client devices are typically PCS with network software applications installed that request and receive information over the network. Mobile devices as well desktop computers can both functions as clients. A server device typically stores files and databases including more complex applications like web sites. Server devices often feature higher-powered central processors, more memory, and larger disk drives than clients. (Mitchell, 2010)
Game studies or "gaming theory" is an academic discipline that deals with the critical study of games. More specifically, it focuses on game design, players, and their role in society and culture. Game studies is an inter-disciplinary field with researchers and academics from a multitude of other areas such as computer science, psychology, sociology, anthropology, arts & literature, media studies, communication, theology, and more. Like other media disciplines, such as television studies and film studies, a game study often involves textual analysis and audience...