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GAS '13: Proceedings of the 3rd International Workshop on Games and Software Engineering: Engineering Computer Games to Enable Positive, Progressive Change
2013 Proceeding
  • Conference Chairs:
  • Kendra Cooper,
  • Walt Scacchi,
  • Alf Inge Wang
Publisher:
  • IEEE Press
Conference:
ICSE '13: 35th International Conference on Software Engineering San Francisco California 18 May 2013
ISBN:
978-1-4673-6263-4
Published:
18 May 2013
Sponsors:
SIGSOFT, IEEE CS
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Abstract

Welcome to the 3rd ICSE Workshop on Games and Software Engineering (GAS): Engineering Computer Games to Enable Positive, Progressive Change is held on May 18, 2013 in San Francisco, U.S.A., located with the 2013 ACM/IEEE International Conference on Software Engineering.

We are pleased to build upon the first two ICSE GAS Workshops and provide a forum to interactively explore leading edge research in game software engineering from a number of perspectives, including (1) how the challenging requirements (functional and non-functional) of games influence methodologies; (2) the role of games in education, whether as projects in courses, a teaching tool to complement traditional lectures, or in student competitions to motivate and reward GAS skills; (3) exploring reuse in GAS to reduce development time, improve software quality through the use of product lines, libraries, frameworks, engines, domain assets, and game modifications by the player; (4) revisit scalability and alternative platforms from the technical viewpoint (mini-games for phones to massive open on-line courses).

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research-article
Applying software product lines to multiplatform video games
Pages 1–7

In this paper, we explore the application of Software Product Line (SPL) technology in the video games domain by exploiting differences in various video game platforms to design a variable component-based software product line architecture for a ...

research-article
A DSL for describing the artificial intelligence in real-time video games
Pages 8–14

Many games have computer-controlled agents that play against a player. The behavior of these computer-controlled agents is described by means of the artificial intelligence (AI) in the game. The AI is an important component of the game, and needs to be ...

research-article
Towards model checking of computer games with Java PathFinder
Pages 15–21

We show that Java source code of computer games can be checked for bugs such as uncaught exceptions by the model checker Java PathFinder (JPF). To model check Java games, we need to tackle the state space explosion problem and handle native calls. To ...

research-article
User requirements for gamifying sports software
Pages 22–26

Sports tracking software for casual exercising has become popular with smart phone users who are concerned about their health and fitness. Nevertheless, there is limited research on the user requirements for sports tracking software, which needs to be ...

research-article
Game design as a game
Pages 27–31

The software engineering process for games has enough special structure that it can be formulated as a kind of game itself. This, in turn, permits the teaching of game construction in a unique way with new potential to motivate students. We present a ...

research-article
Goal-oriented requirements analysis and an extended design pattern using scala for artificial intelligence programming contests
Pages 32–35

An artificial intelligence programming contest with game software is one of the most effective way of learning programming. Contestants can spontaneously learn programming to win in such contests. Although our previous work helps to hold artificial ...

research-article
Educational software engineering: where software engineering, education, and gaming meet
Pages 36–39

We define and advocate the subfield of educational software engineering (i.e., software engineering for education), which develops software engineering technologies (e.g., software testing and analysis, software analytics) for general educational tasks, ...

research-article
Distributed DeepThought: synchronising complex network multi-player games in a scalable and flexible manner
Pages 40–43

We propose a solution to avoid stability, security and performance concerns in multi-player games. This should lead to greater scalability in existing multi-player games but could also provide a way to implement multi-player functionality in an existing ...

research-article
Comparative API complexity analysis of two platforms for networked multiplayer games using a reference game
Pages 44–50

In this paper we propose the quantitative analysis of the complexity of a simple reference game implemented on a particular gaming platform as means for characterizing how the platform succeeds in easing the development of networked multiplayer games. ...

Contributors
  • The University of British Columbia
  • University of California, Irvine
  • Norwegian University of Science and Technology

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