Jose Ignacio Trasobares , África Domingo , Rodrigo Casamayor , Daniel Blasco , Carlos Cetina
{"title":"A multiple case study on reuse in Game Software Engineering","authors":"Jose Ignacio Trasobares , África Domingo , Rodrigo Casamayor , Daniel Blasco , Carlos Cetina","doi":"10.1016/j.infsof.2025.107781","DOIUrl":null,"url":null,"abstract":"<div><h3>Context:</h3><div>Game Software Engineering (GSE) is a specialized field at the intersection of software engineering and video game development. Reuse in GSE is particularly complex due to the iterative nature of game development and technical needs that arise in creating interactive digital experiences.</div></div><div><h3>Objective:</h3><div>This paper presents the first multi-case study on reuse in GSE, focusing on how reusable components are developed and maintained in game projects. The study aims to investigate reuse practices by analyzing multiple sources, including access to game projects, interviews with developers, focus groups, studio visits, and code analysis.</div></div><div><h3>Method:</h3><div>The study integrates various evidence sources to gain a comprehensive view of reuse in GSE. Data were gathered from interviews and focus groups, supplemented by direct observations during visits. Additionally, a recent proposal on software phylogenetics was applied to analyze source code, providing insights into reuse in game projects.</div></div><div><h3>Results:</h3><div>Our findings highlight the significance of prefabs in promoting reuse, especially in managing complex game objects. Prefabs emerged as a widely used element, confirmed by developer feedback and repository analysis. Software phylogenetics also revealed certain drawbacks.</div></div><div><h3>Conclusion:</h3><div>While prefabs play a relevant role enhance reusability, they can introduce redundancy, bugs, and unused components (dead prefabs). Understanding these limitations could inspire future research addressing such issues. Prefab-related practices in GSE could benefit other software engineering areas, encouraging broader reuse strategies.</div></div>","PeriodicalId":54983,"journal":{"name":"Information and Software Technology","volume":"185 ","pages":"Article 107781"},"PeriodicalIF":4.3000,"publicationDate":"2025-05-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Information and Software Technology","FirstCategoryId":"94","ListUrlMain":"https://www.sciencedirect.com/science/article/pii/S095058492500120X","RegionNum":2,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q2","JCRName":"COMPUTER SCIENCE, INFORMATION SYSTEMS","Score":null,"Total":0}
引用次数: 0
Abstract
Context:
Game Software Engineering (GSE) is a specialized field at the intersection of software engineering and video game development. Reuse in GSE is particularly complex due to the iterative nature of game development and technical needs that arise in creating interactive digital experiences.
Objective:
This paper presents the first multi-case study on reuse in GSE, focusing on how reusable components are developed and maintained in game projects. The study aims to investigate reuse practices by analyzing multiple sources, including access to game projects, interviews with developers, focus groups, studio visits, and code analysis.
Method:
The study integrates various evidence sources to gain a comprehensive view of reuse in GSE. Data were gathered from interviews and focus groups, supplemented by direct observations during visits. Additionally, a recent proposal on software phylogenetics was applied to analyze source code, providing insights into reuse in game projects.
Results:
Our findings highlight the significance of prefabs in promoting reuse, especially in managing complex game objects. Prefabs emerged as a widely used element, confirmed by developer feedback and repository analysis. Software phylogenetics also revealed certain drawbacks.
Conclusion:
While prefabs play a relevant role enhance reusability, they can introduce redundancy, bugs, and unused components (dead prefabs). Understanding these limitations could inspire future research addressing such issues. Prefab-related practices in GSE could benefit other software engineering areas, encouraging broader reuse strategies.
期刊介绍:
Information and Software Technology is the international archival journal focusing on research and experience that contributes to the improvement of software development practices. The journal''s scope includes methods and techniques to better engineer software and manage its development. Articles submitted for review should have a clear component of software engineering or address ways to improve the engineering and management of software development. Areas covered by the journal include:
• Software management, quality and metrics,
• Software processes,
• Software architecture, modelling, specification, design and programming
• Functional and non-functional software requirements
• Software testing and verification & validation
• Empirical studies of all aspects of engineering and managing software development
Short Communications is a new section dedicated to short papers addressing new ideas, controversial opinions, "Negative" results and much more. Read the Guide for authors for more information.
The journal encourages and welcomes submissions of systematic literature studies (reviews and maps) within the scope of the journal. Information and Software Technology is the premiere outlet for systematic literature studies in software engineering.