A use case driven approach to game modeling

IF 2.1 3区 计算机科学 Q3 COMPUTER SCIENCE, INFORMATION SYSTEMS Requirements Engineering Pub Date : 2021-09-01 DOI:10.1007/s00766-021-00362-4
Albaghajati, Aghyad, Hassine, Jameleddine
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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.

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用例驱动的游戏建模方法
随着市场需求的增加,游戏开发团队每年都面临着创造新游戏的高需求。尽管已经引入了一些方法和工具来支持游戏开发生命周期,但仍然缺乏证据表明这些技术能够提高开发团队对游戏需求的理解度。在需求工程中使用模型被认为是支持需求引出、协商、验证和管理的一种很有前途的方法。在游戏开发的背景下,游戏设计师认为模型很难学习,会限制他们的创造力。在本文中,我们介绍了一种新的基于用例的游戏建模方法,它扩展了标准UML用例图。所建议的技术允许更好地表示游戏相关需求,并促进游戏开发团队对游戏需求的共同理解。我们的方法是在一个叫做游戏用例建模的工具中实现的,它的适用性用四个著名的游戏来证明,超级马里奥兄弟,俄罗斯方块,Just Dance和行尸走肉。此外,为了评估所提议方法的可理解性、可学习性和实用性,我们进行了一项涉及游戏开发社区29名参与者的调查。结果表明,对于所提议的方法的附加价值和游戏开发社区采用的意愿,双方达成了非常令人满意的共识。
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来源期刊
Requirements Engineering
Requirements Engineering 工程技术-计算机:软件工程
CiteScore
7.10
自引率
10.70%
发文量
27
审稿时长
>12 weeks
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.
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