Development of a game in the form of software for game-based learning poses significant technical challenges for educators, researchers, game designers, and software engineers. The game development ...consists of a set of complex processes requiring multi-faceted knowledge in multiple disciplines such as digital graphic design, education, gaming, instructional design, modeling and simulation, psychology, software engineering, visual arts, and the learning subject area. Planning and managing such a complex multidisciplinary development project require a unifying methodology and should not be performed in an ad hoc manner. This paper presents such a methodology named GAMED (diGital educAtional gaMe dEvelopment methoDology). GAMED consists of a body of methods, rules, and postulates and is embedded within a digital educational game life cycle. The life cycle describes a framework for organization of the phases, processes, work products, quality assurance activities, and project management activities required to develop, use, maintain, and evolve a digital educational game from birth to retirement. GAMED provides a modular structured approach for overcoming the development complexity and guides the developers throughout the entire life cycle.
By analyzing and contextualizing different aspects of the Finnish game development scene, this article provides concrete examples of why we need cultural studies of game development and how game ...development cultures can be studied. The article follows a three-layer approach, first exploring some of the historical and political developments that have shaped forms of local game production. Second, a focus is placed on working cultures within the industry and attitudes toward crunch time, work–life balance, and workplace regulation. Third, everyday strategies of organizing creative work are analyzed to better understand game studio cultures. The lessons from this empirical study directly contribute to the larger scholarly discussions around game production and creative labor.
This study investigates the design and development process of “Super Journey”, a 2D platformer mobile game aimed at enhancing user engagement and satisfaction through innovative game mechanics and ...design. Utilizing the Agile methodology, the development stages included conceptualization, design, implementation using the Unity game engine, and iterative testing and evaluation based on user feedback. This development process involved crafting a detailed game design document, creating initial sketches and prototypes, and integrating graphical elements, animations, and game mechanics. The game features 3 levels with simple controls, visually appealing pixel art, and progressively challenging levels. A survey conducted with 20 participants revealed high overall satisfaction (4.15 out of 5), with particular praise for level design (4.25) and game mechanics (4.2). Feedback indicated areas for improvement, such as balancing difficulty levels and incorporating more diverse obstacles and enemies. The findings underscore the importance of agile, user-centered design in game development and provide insights for future iterations to further enhance the gaming experience. “Super Journey” exemplifies the effective integration of classic platformer elements with modern innovations, highlighting its potential in the competitive mobile gaming market. The results of this research are expected to serve as a reference and inspiration for other game developers to create superior products by combining innovative technology and thoughtful design.
This article explores and highlights the differences between art styles in video games, and details how the use of them can allow for the expression of creative ideas and communicate messages through ...games as a medium. This article also investigates existing research and analyses various case studies of games with distinctive art styles. The term “art style” in the context of this article pertains to visual elements such as proportions and shading techniques, as opposed to encompassing sound design or animation. To effectively showcase the influence of art styles on creative expression, I have developed a practical prototype in the form of an art game titled The Maze of Nightmares, which contains features such as the ability to switch between multiple art styles as a creative tool to overcome obstacles. By doing so, the game addresses the topic of significant personal changes and how impactful they can be towards one’s life, especially in the context of overcoming obstacles and solving problems. This way, players and audiences can observe differences between art styles in the context of an experience that reinforces the benefits of change.
The purpose of this article is to present and evaluate Entity-component-system architecture designed based on data. The solution allows for improving application development process and increasing ...its efficiency. A test application was prepared for research using custom solutions. Evaluated techniques was compared with object-oriented programming in the article.
As one of the important education subjects’ mathematics difficulties can lead to tension and be described as the most hated or feared subject. This study aims to create a puzzle game application with ...RPG elements called WizardOfMath to increase a user's interest in mathematics subject. The research method includes a method called Game Development Life Cycle (GDLC), which has a pre-production stage that is suitable for game development rather than the Waterfall method. A game application is built based on the prior requirement gathering. The evaluation was arranged using the Game Experience Questionnaire (GEQ) survey which is performed by providing an online form to the public. Reliability test of GEQ modules meets Cronbach's Alpha value above 0.7 and the validity test of the r table is greater than 0.05. The results calculation of the Game Experience Questionnaire (GEQ) from a total of 55 participants and 3 modular structures, which are the Core module, In-game Module, and Post-game Module obtained an average score of 4.06, 3.88, and 3.57 for positive aspects and 2,72, 2.67, and 2,61 for the negative aspect. The contribution of this study shows this puzzle game application with RPG elements decreased user tension and the negative effect of being involved with mathematics subjects.
The use of games in software engineering education is not new. However, recent technologies have provided new opportunities for using games and their elements to enhance learning and student ...engagement.
The goal of this paper is twofold. First, we discuss how game-related methods have been used in the context of software engineering education by means of a systematic mapping study. Second, we investigate how these game-related methods support specific knowledge areas from software engineering. By achieving these goals, we aim not only to characterize the state of the art on the use of game-related methods on software engineering education, but also to identify gaps and opportunities for further research.
We carried out a systematic mapping study to identify primary studies which address the use, proposal or evaluation of games and their elements on software engineering education. We classified primary studies based on type of approaches, learning goals based on software engineering knowledge areas, and specific characteristics of each type of approach.
We identified 156 primary studies, published between 1974 and June 2016. Most primary studies describe the use of serious games (86) and game development (57) for software engineering education, while Gamification is the least explored method (10). Learning goals of these studies and their development of skills are mostly related to the knowledge areas of “Software Process”, “Software Design”, and “Professional Practices”.
The use of games in software engineering education is not new. However, there are some knowledge areas where the use of games can still be further explored. Gamification is a new trend and existing research in the field is quite preliminary. We also noted a lack of standardization both in the definition of learning goals and in the classification of game-related methods.
Women in video game development face issues such as the pay disparity reported at Rockstar North and the “bro culture” issues reported within Riot Games. Some development roles are rewarded more, ...whether by pay or creative voice, than others. Although there has been research into gender disparity by roles within other entertainment industries, such as the movie industry, there has yet to be a data-based examination of gender disparity broken down by role within the video game industry. To provide a more nuanced examination of the gender gap that exists in game development, we analyze the gender and roles for 14,265 staff listed in the credits of 27 games produced by seven of the video game publishers most represented in top seller lists to discover how the distribution of women and men varies by role.