游戏软件工程中重用的多案例研究

IF 4.3 2区 计算机科学 Q2 COMPUTER SCIENCE, INFORMATION SYSTEMS
Jose Ignacio Trasobares , África Domingo , Rodrigo Casamayor , Daniel Blasco , Carlos Cetina
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引用次数: 0

摘要

背景:游戏软件工程(GSE)是软件工程和电子游戏开发交叉的一个专业领域。由于游戏开发的迭代性质和创造交互式数字体验所产生的技术需求,GSE中的重用尤其复杂。目的:本文呈现了首个关于GSE中重用的多案例研究,重点关注如何在游戏项目中开发和维护可重用组件。该研究旨在通过分析多种资源(包括访问游戏项目、与开发者的访谈、焦点小组、工作室访问和代码分析)来调查重用实践。方法:本研究整合了各种证据来源,对GSE中的重用进行了全面的研究。数据收集自访谈和焦点小组,并辅以访问期间的直接观察。此外,最近关于软件系统发育的建议被用于分析源代码,为游戏项目中的重用提供见解。结果:我们的发现强调了预制件在促进重用方面的重要性,特别是在管理复杂的游戏对象方面。预制件作为一种广泛使用的元素出现,开发人员的反馈和存储库分析证实了这一点。软件系统发育也揭示了某些缺陷。结论:虽然预制件在增强可重用性方面发挥了相关作用,但它们可能会引入冗余、漏洞和未使用的组件(死预制件)。了解这些限制可以激发未来解决此类问题的研究。GSE中与预制件相关的实践可以使其他软件工程领域受益,鼓励更广泛的重用策略。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
A multiple case study on reuse in Game Software Engineering

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.
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来源期刊
Information and Software Technology
Information and Software Technology 工程技术-计算机:软件工程
CiteScore
9.10
自引率
7.70%
发文量
164
审稿时长
9.6 weeks
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.
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