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Software architectures of video games have evolved radically over the last decade. Researchers and practitioners have proposed architectural patterns such as stand-alone configuration, Peer-to-Peer, Client Server and Hybrid, and some of them have successfully been used in commercial game titles. A conceptual framework for game architectures -Game Worlds Graph (GWG) -is presented in this paper for three purposes: 1) classifying existing architectures, 2) communicating and sense-making of gamedoi:10.1145/2582179.2633429 fatcat:2nqp7n7xzrblpl73gqx4ux75wi