Abstract | ||
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Computer games are creative projects thatrequire the input of professionals with very diversebackgrounds, including game designers, artists, and softwaredevelopers. Game development frequently is a complex processdue to different expectations of the involved stakeholders. Withpervasive games, this situation becomes more chaotic as thereare not specific processes devoted to the design anddevelopment of this type of game. In this paper, we propose atemplate-based language to design activities in pervasivemobile games in the conceptual design phase, helping to fill agap between the preproduction and production stages of thistype of game. We define a template for activity specificationbased on an extension of traditional use case templates. Thisextension helps in fulfilling a set of general goals that theactivity modeling should address. We also present examples ofusing the proposed modeling approach in a real game. |
Year | DOI | Venue |
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2014 | 10.1109/SBGAMES.2014.11 | Computer Games and Digital Entertainment |
Keywords | Field | DocType |
computer games,formal specification,mobile computing,activity design,activity modeling,activity specification,computer games,conceptual design phase,game development,pervasive mobile games,template-based language,use case extension,use case templates,activity design,game development,pervasive mobile games | Game programming,Game mechanics,Game art design,Computer science,Video game development,Simulation,Game design,Game design document,Human–computer interaction,Game Developer,Game testing,Multimedia | Conference |
ISSN | Citations | PageRank |
2159-6654 | 4 | 0.45 |
References | Authors | |
18 | 2 |
Name | Order | Citations | PageRank |
---|---|---|---|
Luis Valente | 1 | 73 | 7.79 |
Bruno Feijó | 2 | 200 | 29.85 |