Development of a 3D Immersive Game for Games and Systems Requirements Capture

Thomas Hainey
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Abstract

Requirements collection and elicitation is generally recognised as an abstract and complicated area with a reputation of being underdeveloped in computing and games development graduates. It is a necessary component of computing programmes on all sides of the curriculum including software engineering, information systems and games development. One highly problematic factor is the differences between general functional software and a serious game for educational purposes and while both can be classed as software, they have entirely different purposes. Games-based learning applications have been developed for teaching requirements collection where the focus has been on gathering requirements for a software system and this has proven to be effective in some respects. This paper will focus on the development of a 3D immersive serious game for gathering the requirements for a game for entertainment and for learning. The development of the game will be informed by the creation of a serious games’ development model taking into account: learning outcomes, pedagogical content integration, general content integration in relation to graphical assets for appropriate realism and immersion, scaffolding and support mechanisms and assessment integration in relation to assessment mechanisms. Case studies will be discussed for the 3D immersive game in relation to fitness for purpose in relation to an entertainment and a serious game and compared and contrasted. The developed game will be evaluated by subject matter experts to ascertain its levels of effectiveness for gathering requirements for an entertainment game and for a serious game.
游戏和系统需求捕获的3D沉浸式游戏的开发
需求收集和启发通常被认为是一个抽象和复杂的领域,在计算和游戏开发毕业生中被认为是不发达的。它是包括软件工程、信息系统和游戏开发在内的各个方面的计算机程序的必要组成部分。一个非常有问题的因素是一般功能软件和以教育为目的的严肃游戏之间的差异,虽然两者都可以归类为软件,但它们具有完全不同的目的。基于游戏的学习应用程序是为教学需求收集而开发的,其重点是收集软件系统的需求,这在某些方面已被证明是有效的。本文将重点开发一款3D沉浸式严肃游戏,以满足游戏的娱乐和学习需求。游戏的开发将通过严肃游戏开发模型的创建来进行,该模型考虑到:学习成果,教学内容整合,与图像资产相关的一般内容整合,以获得适当的现实性和沉浸感,脚手架和支持机制以及与评估机制相关的评估整合。案例研究将讨论3D沉浸式游戏与娱乐和严肃游戏相关的健身目的,并进行比较和对比。开发的游戏将由主题专家进行评估,以确定其在收集娱乐游戏和严肃游戏需求方面的有效性水平。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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