投稿日：2013年3月14日 / 更新日：2013年3月21日
- Game Research Game Research attempts to bring together knowledge on computer games from the areas of art, business, and science. Traditionally such cross-communication has been sparse to the detriment of all involved. On this site we present short introductions to im
- MobyGames MobyGames is a historical archive, documentation, and review project for all electronic games (computer, console, and arcade). We have two specific goals: 1. To store a diverse array of information about games, who created them, what their system require
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- International Journal of Computer Games Technology Hindawi Publishing Corporation The overall aim of the International Journal of Computer Games Technology is to bring together both the research and development aspects of games technology covering the whole range of entertainment computing and interactiv
- NASAGA(North American Simulation and Gaming Association) We are a growing network of professionals working on the design, implementation, and evaluation of games and simulations to improve learning results in all types of organizations. Started in North America, NASAGA has members from more than 50 countries fr
- Canadian Interactive Digital Software Association (CIDSA) The Canadian Interactive Digital Software Association (CIDSA) was formed in May 1994 to provide a voice for the rapidly expanding interactive software industry. The association includes major Canadian video game manufacturers, software developers, distrib
- EMA(Entertainment Merchants Association) The Entertainment Merchants Association (EMA) is the not-for-profit international trade association dedicated to advancing the interests of the $32 billion home entertainment industry. EMA represents more than 1,000 companies throughout the United States,
- ESA(Entertainment Software Association) The Entertainment Software Association (ESA) is the U.S. association exclusively dedicated to serving the business and public affairs needs of companies that publish video and computer games for video game consoles, personal computers, and the Internet.