**1. Introduction**

Today, playing a video game is a different story than what it was twenty years ago in many senses. Game consoles have steadily gained popularity not only among kids but also among other age groups. For example, today, the Xbox 360 from Microsoft comes with Kinect technology which is based on webcam built in system for users to control and interact with the console without the need for conventional game controller to bring entertainment and playing games to people of all ages. On the other hand electronic gadgets including smart phones have changed the way game controllers, pads, buttons, joy sticks can be used with the incorporation of haptic and sensing technologies. Additionally, impressive graphics and 3D rendering displays are creating virtual environments more realistic which have the potential to capture the gamer's attention all throughout the gaming process. As stated by Jurgelionis and others: "The increasing number of broadband users, and a demand for quality and diversity in entertainment services drives the development of new pervasive entertainment systems" (Jurgelionis et al., 2007). Indeed, they also stated that such entertainment systems should be accessible without any limits on time and location.

In the real world, people receive and disseminate information in three-dimensional space. Computers, through graphical user interfaces, allow users to perceive an imitated threedimensional world that exists in the real world. Such a virtual world can be enhanced in a more complete imitation of the real space by the introduction of an artificial support technology called haptics. A haptic interface is a device that allows a user to interact with a computer by receiving tactile and force feedback. The interaction can embrace the entire body or only the tip of a finger, giving the user information about the nature of objects inside the world. The introduction of haptics permits one to enhance a vast spectrum of human tasks in a virtual environment.

Currently, haptic research and technology has been focused on designing and evaluating prototypes of different features and capabilities for the use in virtual environments. The evidence is that, some of these prototypes have become commercially available to the market. In that sense, applications of this technology have been invaded rapidly from devices that can interact with sophisticated graphical user interfaces (GUI's), games, multimedia publishing, scientific discovery and visualization, arts and creation, editing sound and images, the vehicle industry, engineering, manufacturing, Tele-robotics and Teleoperations, education and training, as well as medical simulation and rehabilitation.

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into two categories: force feedback devices and tactile devices. Force feedback devices display force and/or torque and enable users to feel resistive force, friction, roughness, etc. Tactile devices present vibration, temperature, pressure, etc. on the human skin and display textures of a virtual object or provide information such as showing direction, reading text,

Turning to the robotics arena in the seventies and eighties, most researchers were considering the systems aspect of controlling remote robotic vehicles to manipulate and perceive their environments by touch. The main objective was to create devices with dexterity inspired by human abilities. Robotic mechanical systems with a human being in their control loop are referred to as Tele-manipulators, where an intelligent machine is expected to perceive the environment, reason about the perceived information, make decisions based on this perception, and act according to a plan specified at a very high level. In time, the robotics community found interest in topics including but not limited to: sensory design and processing, grasp control and manipulation, object modeling and haptic

Meanwhile, terms such as tele-operation, tele-presence, tele-robotics and supervisory were used interchangeably by the robotics community until the mid-nineties. From those terms two were especially important to develop haptics systems; Tele-operation and Telepresence. Tele-operation refers to the extension of a person's sensing and manipulation capabilities to a remote location. Tele-presence can be described as a realistic way that an operator feels while physically being at a remote site. Motivated by these concepts, the Telepresence and Tele-operation research communities developed several projects in the several

In the early nineties, the use of the word haptics, in the context of computer haptics was introduced. Much like computer graphics, computer haptics is concerned with the techniques and processes of generating and displaying haptic stimuli to the user. In fact, computer haptics uses digital display technology as a medium for physically tangible interaction where objects can be simulated in an interactive manner. This new modality presents information to the user's hand and/or other parts of the body by exerting controlled forces through the haptic interface. These forces are delivered to the user depending on the physical properties of the objects that can be perceived. The hardware components of this interface play an important role in displaying these forces through the response sensors to the user. Unlike computer graphics, the behaviour of haptic interaction is bidirectional, due to energy and information flow in both directions from the user to the

Only recently, have haptic technologies become integrated with high-end workstations for computer-aided design (CAD) and, at the lower end, on home PCs and consoles, to augment the human-computer interaction (HCI). Effectively this implies the opening of a new mechanical channel between human and computer so that data can be accessed and literally

Nowadays, computer haptic systems can display objects of sophisticated complexity and behaviour; thanks to the availability of high-performance force-controllable haptic interfaces, affordable computational geometric modeling, collision detection and response techniques, a good understanding of the human perceptual needs, and a dramatic increase

related fields such as the nuclear industry, sub-sea, space and the military markets.

displaying distance, etc.

information encoding.

haptic interface and vice versa.

manipulated through haptic interfaces.

For the time being we could argue that haptic research related to home entertainment and computer games has blossomed and impacted the development of technology during the past few years.

It is well-know that the game experience comprises four aspects: physical, mental, social, and emotional (El Saddik, 2007). It is on the physical aspects that, force feedback technology (haptics) enhances the game experience by creating a more realistic physical feeling of playing a game. This physical experience can be translated for example in improving the physical skills of the players, and imitating the use of physical artefacts. By using existing, well-developed game engine components—specifically, a scene graph library and physics engine – and augmenting them with the design and implementation of haptic rendering algorithms, it is possible to create a highly useful haptic game development environment.

This can be reflected in a rich environment which provides to players or users a higher sense of immersion as well as new and interesting ways to interact with the game environment. In addition this simulated world can be used to do research on applications such as physical rehabilitation, driving training simulation and more.

Currently, a diverse spectrum of games available in the market take advantage of the force feedback stimuli effects offered by mainstream haptic interfaces. Here we intend to give a broad view of past and present developments aimed at enabling game environment with haptic augmented interfaces, while discussing the strengths and weaknesses of such developments.
