游戏与软件工程

A. Bucchiarone, K. Cooper, Dayi Lin, Edward F. Melcer, Kelvin Sung
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引用次数: 2

摘要

游戏是一种流行的娱乐形式,由于其本质(游戏邦注:如互动性、沉浸性等),它们的用途远远超出了最初的目的。严肃游戏,或有目的的游戏,已经被引入,将娱乐价值游戏与教育,健康和环境等重要主题的领域特定目标结合起来。此外,游戏化还被用于增强带有游戏元素的非娱乐应用;它渴望促进行为的改变、参与、动机和活动的参与。在这种情况下,执行的行动在游戏体验中具有意义/价值,可以提高工作表现或在现实生活中学习到一些东西。由于用户的数量和多样性,以及潜在的任务关键性,游戏体验在之前的所有环境中越来越多地被采用,这使得它们的设计和开发变得越来越复杂。除其他因素外,这种复杂性是由于缺乏理论基础和适当的框架来设计预期的解决方案。在本文中,我们报告了第六届游戏与软件工程国际研讨会的成果:工程乐趣,灵感和动机(GAS 2023) 1,该研讨会是作为第44届软件工程国际会议(ICSE 2022)的一部分于2022年5月20日在美国宾夕法尼亚州匹兹堡举行的。研讨会计划包括两个令人兴奋的主题演讲,讨论与培训和学习相关的主题,以及实现游戏化的承诺和潜力。这两篇论文从软件项目、测试和设计的角度考察了游戏化。研讨会的结论是由四位高素质的研究人员和实践者组成的小组讨论经验教训和游戏化的未来。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Games and Software Engineering
Games are a popular form of entertainment and, due to their nature (i.e., interactive, immersive, etc.), strongly lend themselves for use beyond this original intent. Serious games, or games with a purpose, have been introduced to integrate the entertainment value games with domain specific objectives on important topics within education, health, and the environment to mention a few. In addition, gamification has been used to enhance nonentertainment applications with game elements; it aspires to foster behavioral changes, engagement, motivation, and participation in activities. In this context, the actions performed have meaning/value in the game experience in order to improve workplace performance or learn something in real life. The growing adoption of gameful experiences in all of the previous contexts make their design and development increasingly complex due to, for example, the number and variety of users, and their potential mission criticality. This complexity is nurtured, among the other factors, by a lack of theoretical grounding and adequate frameworks to engineer the intended solutions. In this paper, we report the outcomes of the 6th International Workshop on Games and Software Engineering: Engineering fun, inspiration, and motivation (GAS 2023 ) 1, which was held as part of the 44th International Conference on Software Engineering (ICSE 2022) in Pittsburgh, PA, USA on May 20, 2022. The workshop program includes two exciting keynotes discussing topics related to training and learning, and fulfilling the promise and potential of gamification. The two paper sessions examined gamification from the perspectives of software project, testing, and, design. The conclusion of the workshop is anchored by a panel of four highly qualified researchers and practitioners discussing lessons learned and the future of gamification.
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