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Evaluating the benefits of software product lines in game software engineering

Published: 12 September 2022 Publication History

Abstract

Video game development is one of the fastest-growing industries in the world. The use of software product lines (SPLs) has proven to be effective in developing different types of software at a lower cost, in less time, and with higher quality. There are recent research efforts that propose to apply SPLs in the domain of video games. Video games present characteristics that differentiate their development from the development of classic software; for example, game developers perceive more difficulties than other non-game developers when reusing code. In this paper, we evaluate if the adoption of an SPL in game software engineering (GSE) can generate the same benefits as in classic software engineering (CSE) considering the case study of Kromaia. As in other disciplines dealing with human behaviour, empirical research allows for building a reliable knowledge base in software engineering. We present an experiment comparing two development approaches, Clone and Own (CaO) and an SPL in terms of correctness, efficiency, and satisfaction when subjects develop elements of a commercial video game. The results indicate that the elements developed using the SPL are more correct than those developed with CaO but do not indicate significant improvement in efficiency or satisfaction. Our findings suggest that SPLs in GSE may play a different role than the one they have played for decades in CSE. Specifically, SPLs can be relevant to generating new video game content or to balancing video game difficulty.

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Cited By

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  • (2024)Phylogenix: Bringing phylogenetics to UnityProceedings of the 28th ACM International Systems and Software Product Line Conference10.1145/3646548.3676604(38-41)Online publication date: 2-Sep-2024
  • (2024)Extending Educational Games Across Product LinesVideogame Sciences and Arts10.1007/978-3-031-51452-4_10(134-149)Online publication date: 3-Jan-2024
  • (2023)Comparing software product lines and Clone and Own for game software engineering under two paradigmsJournal of Systems and Software10.1016/j.jss.2023.111824205:COnline publication date: 17-Oct-2023

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cover image ACM Conferences
SPLC '22: Proceedings of the 26th ACM International Systems and Software Product Line Conference - Volume A
September 2022
266 pages
ISBN:9781450394437
DOI:10.1145/3546932
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Published: 12 September 2022

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Author Tags

  1. empirical comparison
  2. game software engineering
  3. software product line engineering

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  • Ministerio de Ciencia e Innovación

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SPLC '22 Paper Acceptance Rate 14 of 41 submissions, 34%;
Overall Acceptance Rate 167 of 463 submissions, 36%

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View all
  • (2024)Phylogenix: Bringing phylogenetics to UnityProceedings of the 28th ACM International Systems and Software Product Line Conference10.1145/3646548.3676604(38-41)Online publication date: 2-Sep-2024
  • (2024)Extending Educational Games Across Product LinesVideogame Sciences and Arts10.1007/978-3-031-51452-4_10(134-149)Online publication date: 3-Jan-2024
  • (2023)Comparing software product lines and Clone and Own for game software engineering under two paradigmsJournal of Systems and Software10.1016/j.jss.2023.111824205:COnline publication date: 17-Oct-2023

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