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CHAPTER II

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CHAPTER II
CHAPTER 2
REVIEW OF RELATED LITERATURE AND STUDIES
This chapter describes research most relevant to the study of game development and about the mobile application. It consists of related literature, studies and reading. The researchers benefited from the information from research gained in local and foreign literature studies. The gathering of data from different articles and sources is important to help the researchers to have a better and deeply understanding to have an effective study.
Review of Related Literature Literature is a books and writings published on a particular subject written by different authors and professionals. This presents both foreign and local related literature relevant to the study. This relevance is shown by the researchers in order to give reason for the preposition.
Foreign Literature One statement I’ve heard recently regarding our industry is the idea that we now we have horsepower we need to create games, so innovations by hardware companies are not needed. I believe this argument is flawed in many ways. First, there are continued advancements in graphical realism in academia, in R&D labs, and in the film industry that have yet to be incorporated into our real-time pipelines. As developers adopt these new features, computational requirements of software will continue to increase. Second, and the more important issue, is that this concept of play isn’t entirely correct- the very notion of what gaming serves from an anthropological perspective. Play is fundamental, not just to the human condition but to the sentient condition. We invent interactive experiences on any platform, be it a deck of cards, a set of cardboard cutouts, or a next-gen PC platform with multi-terabyte data and multi-threaded, multi-gigahertz, multi-processor environments. It’s a natural as the pursuit of food. This play inspires real-world applications and pushes the next generation of platform requirements. It enables affordability of ever-increased

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