{"title":"A use case driven approach to game modeling","authors":"Albaghajati, Aghyad, Hassine, Jameleddine","doi":"10.1007/s00766-021-00362-4","DOIUrl":null,"url":null,"abstract":"<p>With the increase in market needs, game development teams are facing a high demand of creating new games every year. Although several methodologies and tools were introduced to support the game development life cycle, there is still a lack of evidence that these techniques improve game requirements understandability among development teams. The use of models in requirements engineering is considered a promising approach to support requirements elicitation, negotiation, validation, and management. In the context of game development, game designers argue that models are hard to learn and would restrict their creativity. In this paper, we introduce a novel use case-based game modeling approach that extends the standard UML use case diagram. The proposed technique allows for better representation of game-related requirements and promotes a common understanding of game requirements among game development teams. Our approach is implemented in a tool, called game use case modeling, and its applicability is demonstrated using four well-known games, Super Mario Bros, Tetris, Just Dance, and The Walking Dead. Moreover, in order to assess the perceived understandability, learnability, and usefulness of the proposed approach, we have conducted a survey involving 29 participants from the game development community. Results indicate a very satisfactory agreement regarding the added value of the proposed approach and a willingness of adoption by the game development community.</p>","PeriodicalId":20912,"journal":{"name":"Requirements Engineering","volume":"120 ","pages":""},"PeriodicalIF":2.1000,"publicationDate":"2021-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"5","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Requirements Engineering","FirstCategoryId":"94","ListUrlMain":"https://doi.org/10.1007/s00766-021-00362-4","RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q3","JCRName":"COMPUTER SCIENCE, INFORMATION SYSTEMS","Score":null,"Total":0}
引用次数: 5
Abstract
With the increase in market needs, game development teams are facing a high demand of creating new games every year. Although several methodologies and tools were introduced to support the game development life cycle, there is still a lack of evidence that these techniques improve game requirements understandability among development teams. The use of models in requirements engineering is considered a promising approach to support requirements elicitation, negotiation, validation, and management. In the context of game development, game designers argue that models are hard to learn and would restrict their creativity. In this paper, we introduce a novel use case-based game modeling approach that extends the standard UML use case diagram. The proposed technique allows for better representation of game-related requirements and promotes a common understanding of game requirements among game development teams. Our approach is implemented in a tool, called game use case modeling, and its applicability is demonstrated using four well-known games, Super Mario Bros, Tetris, Just Dance, and The Walking Dead. Moreover, in order to assess the perceived understandability, learnability, and usefulness of the proposed approach, we have conducted a survey involving 29 participants from the game development community. Results indicate a very satisfactory agreement regarding the added value of the proposed approach and a willingness of adoption by the game development community.
期刊介绍:
The journal provides a focus for the dissemination of new results about the elicitation, representation and validation of requirements of software intensive information systems or applications. Theoretical and applied submissions are welcome, but all papers must explicitly address:
-the practical consequences of the ideas for the design of complex systems
-how the ideas should be evaluated by the reflective practitioner
The journal is motivated by a multi-disciplinary view that considers requirements not only in terms of software components specification but also in terms of activities for their elicitation, representation and agreement, carried out within an organisational and social context. To this end, contributions are sought from fields such as software engineering, information systems, occupational sociology, cognitive and organisational psychology, human-computer interaction, computer-supported cooperative work, linguistics and philosophy for work addressing specifically requirements engineering issues.