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A use case driven approach to game modeling
Requirements Engineering ( IF 2.8 ) Pub Date : 2021-09-01 , DOI: 10.1007/s00766-021-00362-4
Aghyad Albaghajati 1 , Jameleddine Hassine 1
Affiliation  

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.



中文翻译:

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。尽管引入了多种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可以提高开发团队对游戏需求的理解能力。在需求工程中使用模型被认为是支持需求获取、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并且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。所提出的技术允许更好地表示与游戏相关的需求,并促进游戏开发团队之间对游戏需求的共同理解。我们的方法是在一个称为游戏用例建模的工具中实现的,它的适用性通过四个著名的游戏,超级马里奥兄弟、俄罗斯方块、舞力全开和行尸走肉来证明。此外,为了评估所提出方法的可理解性、可学习性和实用性,我们进行了一项涉及 29 名游戏开发社区参与者的调查。结果表明,在提议的方法的附加值和游戏开发社区采用的意愿方面达成了非常令人满意的协议。称为游戏用例建模,它的适用性通过四个著名的游戏,超级马里奥兄弟、俄罗斯方块、舞力全开和行尸走肉来证明。此外,为了评估所提出方法的可理解性、可学习性和实用性,我们进行了一项涉及 29 名游戏开发社区参与者的调查。结果表明,在提议的方法的附加值和游戏开发社区采用的意愿方面达成了非常令人满意的协议。称为游戏用例建模,它的适用性通过四个著名的游戏,超级马里奥兄弟、俄罗斯方块、舞力全开和行尸走肉来证明。此外,为了评估所提出方法的可理解性、可学习性和实用性,我们进行了一项涉及 29 名游戏开发社区参与者的调查。结果表明,在提议的方法的附加值和游戏开发社区采用的意愿方面达成了非常令人满意的协议。我们进行了一项调查,涉及来自游戏开发社区的 29 名参与者。结果表明,在提议的方法的附加值和游戏开发社区采用的意愿方面达成了非常令人满意的协议。我们进行了一项调查,涉及来自游戏开发社区的 29 名参与者。结果表明,在提议的方法的附加值和游戏开发社区采用的意愿方面达成了非常令人满意的协议。

更新日期:2021-09-02
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