面向可重用游戏技术:评估基于RAGE组件的架构框架的可用性

W. V. D. Vegt, Kiavash Bahreini, E. Nyamsuren, W. Westera
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引用次数: 0

摘要

本文研究了基于构件的RAGE软件体系结构(RCSA)的可用性。该架构旨在通过支持游戏软件组件的跨平台重用来支持严肃的游戏开发。虽然该体系结构已经在其他地方进行了技术验证,但本文研究了该体系结构在实践中的感知有用性和易用性。基于技术接受模型(TAM),我们对23名软件和游戏开发者进行了一份广泛的问卷调查,这些开发者正在创造符合rrcsa的游戏组件或将这些组件整合到真正的严肃游戏中。结果表明,开发人员通常对体系结构的可用性持积极态度,并且体系结构帮助他们在更短的时间内完成更好的工作。事实证明,开发人员可以有效地使用架构提供的所有通信模式,最常见的是基于组件api和桥接模式的通信模式。报告了一些问题,但可以很容易地解决。大多数开发人员报告说,他们已经很好地理解了体系结构的有效性,并表示将在未来的项目中继续使用该体系结构。这项研究的结果表明,该架构为在严肃游戏项目中跨平台重用高级游戏功能开辟了新的机会,从而减少了制作工作量,并在很大程度上推动了严肃游戏领域的发展。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Toward reusable game technologies: assessing the usability of the RAGE component-based architecture framework
This paper investigates the usability of the RAGE component-based software architecture (RCSA). This architecture was designed to support serious game development by enabling cross-platform reuse of game software components. While the architecture has been technically validated elsewhere, this paper studies the perceived usefulness and ease of use of the architecture in practice. An extensive questionnaire based on the Technology Acceptance Model (TAM) was administered to 23 software and game developers that have been creating RCSA-compliant game components or integrating these in actual serious games. The results show that developers are generally positive about the usability of the architecture and that the architecture helps them to do a better job in less time. It turns out that developers effectively use all communication modes that are offered by the architecture, most frequently those based on the component´s APIs and the bridge pattern. Some issues were reported, but could be easily addressed. Most developers reported that they have well understood the effectiveness of the architecture and indicated to keep using the architecture in future projects. The outcomes of this study show that the architecture opens up new opportunities to the cross-platform reuse of advanced game functionalities in serious game projects, to reduce production efforts and to advance the domain of serious games at large.
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