Electrical and Computer Engineering Publications

Document Type

Article

Publication Date

11-2016

Volume

4

Issue

4

Journal

Journal of Software Engineering Research and Development

First Page

1

URL with Digital Object Identifier

http://dx.doi.org/10.1186/s40411-016-0032-7

Last Page

30

Abstract

Software game is a kind of application that is used not only for entertainment, but also for serious purposes that can be applicable to different domains such as education, business, and health care. Multidisciplinary nature of the game development processes that combine sound, art, control systems, artificial intelligence (AI), and human factors, makes the software game development practice different from traditional software development. However, the underline software engineering techniques help game development to achieve maintainability, flexibility, lower effort and cost, and better design. The purpose of this study is to assesses the state of the art research on the game development software engineering process and highlight areas that need further consideration by researchers. In the study, we used a systematic literature review methodology based on well-known digital libraries. The largest number of studies have been reported in the production phase of the game development software engineering process life cycle, followed by the pre-production phase. By contrast, the post-production phase has received much less research activity than the pre-production and production phases. The results of this study suggest that the game development software engineering process has many aspects that need further attention from researchers; that especially includes the post-production phase.

Notes

http://dx.doi.org/10.1186/s40411-016-0032-7

Citation of this paper:

Aleem S., Ahmed F. and Capretz L.F. Game Development Software Engineering Process Life Cycle: A Systematic Review, Journal of Software Engineering Research and Development, Volume 4, Number 6, pp. 1-30, DOI: 10.1186/s40411-016-0032-7, Springer, November 2016.

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