Challenges in Requirements Engineering for Mobile Games Development: The Meantime Case Study

Author(s):  
Carina Alves ◽  
Geber Ramalho ◽  
Alexandre Damasceno
2007 ◽  
Vol 44 (4) ◽  
pp. 307-318 ◽  
Author(s):  
Reuben Edwards ◽  
Paul Coulton

As standardised operating systems for mobile phones emerge the development skills required are not merely those of being able to programme in an object-orientated language; rather, they are those of the embedded programming engineer. In this paper we show that embedded programming can be both attractive to students and a novel way of delivering difficult engineering concepts.


2016 ◽  
Author(s):  
Alexander Holland ◽  
Stanislav Roudavski

This paper demonstrates how mobile games can contribute to participatory design and its aim of achieving positive change through the involvement of stakeholders. This overarching goal is considered via a particular case-study that utilizes a purpose-built smartphone game. The case-study applies this game to the design challenges of urban cycling. Utilisation of the game in a stakeholder workshop suggests that mobile play can aid understanding and help to establish communication amongst diverse participants. For further information and media, see https://osf.io/vy5dq/


Author(s):  
T. Lim ◽  
S. Louchart ◽  
N. Suttie ◽  
J.M. Ritchie ◽  
R.S. Aylett ◽  
...  

Digital technologies have increased the pace of knowledge creation, sharing, and the way in which learning is being undertaken. This chapter considers how Serious Games (SGs) as a digital technology endeavours to support effective lifelong learning. Three fundamental characteristics of the SG ecosystem, namely, game mechanics, interoperability, and assessment, are considered here as strategic elements that impact upon how SGs are to support learning, how they affect the learning environment, and ultimately, the SG development process. A prospective deconstruction of SGs into its pedagogical elements and its game mechanic nodes is presented to make aware the interoperability modus from which topical (domain) frameworks or architectures can be structured and assessed. To this end, the chapter explores the conceptual underpinnings through a case study on the eAdventure platform and argues that the key elements form the foundation for strategic development and implementation of SGs.


Author(s):  
Niklas Hallberg ◽  
Sofie Pilemalm ◽  
Toomas Timpka

Terror attacks and natural disasters of the past decades have dramatically made governments, public health authorities, and communities aware of insufficiencies in crisis management practices. Information technology has the potential to advance these practices, but systems that support handling these courses of events still have low success rates. The authors set out to define a requirements engineering method suitable for the development of crisis management systems (CMS). The resulting method was formatively evaluated in a project aimed at defining functions for systems supporting international engagements in crisis situations. Each step in the method was documented by its objective, output, implementation, and the experiences gained from the case study. The most important features of the method are the Voice of the Customer Table for identification of user needs, Use Cases for determination of requirements from the needs, and scenarios and prototypes for validating the requirements with user representatives.


Sign in / Sign up

Export Citation Format

Share Document