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Maria et al. / International Journal of Computer and Communication System Engineering (IJCCSE)
Zaineb Khalil
Mehreen Sirshar
Fatima Jinnah Women University,
The Mall Rawalpindi, Pakistan
msirshar@gmail.com
Keywords
Games development, Quality assurance, Standards, Heuristics,
Human Factor, Playability, Evaluation Techniques.
I. INTRODUCTION
Games have been getting extraordinary growth within the past
few years. Games are one of the most demanding applications
nowadays. High quality games get more popularity and thus
increases industries market shares.
Quality in Gaming has three main factors
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ISSN: 2312-7694
Maria et al. / International Journal of Computer and Communication System Engineering (IJCCSE)
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ISSN: 2312-7694
Maria et al. / International Journal of Computer and Communication System Engineering (IJCCSE)
I.
J. Methods
and
Processes
Definitions
for
Multiplatform Social Network Games Development
with Distributed Teams [10]
In this article the author has shared his experience of
developing games by utilizing scrum approach and developers
were physically away from one another. Effective
communication among team members and project
management is a mandatory part of distributed game
development. Cross platform compatibility and people with
diverse domain knowledge are required. For parallel activities
agile methods are appropriate and teams may conduct a
meeting after every sprint to resolve conflicts. Agile methods
are best suited for distributed game development but this
approach must be validated more by applying in other game
projects as this work presents the result of a single project.
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ISSN: 2312-7694
Maria et al. / International Journal of Computer and Communication System Engineering (IJCCSE)
L. What Do Game
Products?[12]
Developers
Test
in
Their
O. Peer-Assisted Online
Reciprocity [15]
Games
with
Social
P. Software Engineering
Development [16]
Challenges
in
Game
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Maria et al. / International Journal of Computer and Communication System Engineering (IJCCSE)
III. ANALYSIS
For the quality assurance in game development different
quality parameters are being followed commonly. We have
surveyed twenty techniques and used fifteen parameters for
their evaluation. Table 2 and table 3 show the results of
analysis based on the evaluation criteria defined in table 1.
Analysis reveals that main focus in game development is
always on playability, not on the technical aspects, stated by
Chen et al [2], Korhonen et al [7], Snchez et al [9], Peres et
al [10], Kasurinen and Smolander [12], Vargas et al [13],
Mishra et al [14], Kanode and Haddad [16], Neto et al [19],
and Lennart Nacke [20]. Hsien et al [1], Srisuriyasavad et al
[5], Snchez et al [9] suggests that accessibility is a sub factor
of system quality especially in video games. It determines the
level of players satisfaction. Chen et al [2], Azawi et al [3],
Levy et al [6], Korhonen et a[7], Branton et al [8], Snchez et
al [9] and Neto et al [19] talks about adaptability as a
necessary characteristic for multi-platform games. Chen et al
[2], Azawi et al [3], Ramadan et al [4], Srisuriyasavad et al
[5], Levy et al [6], Branton et al [8], Snchez et al [9],
Kasurinen and Smolander [12] put emphasis on attractiveness
as a key feature for quality games. Chen et al [2], Azawi et al
[3], Ramadan et al [4], Korhonen et al [7], Branton et al [8],
Peres et al [10], Wang et al [15] and Lennart Nacke [20] says
that mobility is more important in games which are developed
for situated learning. Multimedia interactive informative
games are used to collaborate with learners in real time rather
than for entertainment. Hsien et al [1], Chen et al [2], Branton
et al [8], Torrente et al [11], Vargas et al [13], Neto et al [19]
and Lennart Nacke [20] believes that user experience depends
on system quality, service quality, responsiveness, fairness
and precision. Hsien et al [1],Chen et al [2], Korhonen et al
[7], Branton et al [8], Torrente et al [11], Vargas et al [13]
and Li et al [17] mention that reliability is a challenge in
pervasive games based on augmented reality and virtual
world. All techniques incorporate game usability except Levy
et al [6], Branton et al [8], Peres et al [10], Mishra et al [14],
Wang et al [15], Kanode and Haddad [16], Schmalz et al [18]
and Neto et al [19]. Game development is different from
conventional view of software engineering as it demands
creativity as indicated by Levy et al [6], Kasurinen and
Smolander [12] and Kanode and Haddad [16]. Azawi et al [3],
Srisuriyasavad et al [5], Snchez et al [9], Kasurinen and
Smolander [12], Vargas et al [13], Mishra et al [14], Wang et
al [15] and Lennart Nacke [20] considers efficiency as an
important quality factor. Performance has key importance in
game quality, according to Hsien et al [1], Chen et al [2],
Azawi et al [3], Korhonen et al [7], Snchez et al [9], Peres et
al [10] and Neto et al [19]. Azawi et al [3], Ramadan et al [4],
Srisuriyasavad et al [5], Levy et al [6] and Vargas et al [13]
says that functionality is important factor and must be tested to
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Maria et al. / International Journal of Computer and Communication System Engineering (IJCCSE)
IV. CONCLUSION
Quality Assurance is considered as a critical factor in game
development to avoid flawed game release. GDLC (Game
Development Life Cycle) is different from traditional SDLC
(Software Development Life Cycle) as it incorporates different
domains like programming, art, video and audio. In order to
develop good quality games, quality measurement methods
must be applied at early stages of game development life cycle
rather than after the development of game. This is a cost
effective practice as it enables easy bug removal and improves
productivity.
In this paper, we have surveyed different methodologies which
are used to ensure development of quality games. The analysis
of these methodologies has been discussed according to an
evaluation criterion based on different quality parameters.
From this survey research, it is concluded that the main focus
in game development is on the soft aspects of the game such
as player experience, fun factor and game rule balance rather
than other quality aspects e.g. performance, reliability,
security, or efficiency. Game development requires crossdisciplined team with diverse domain knowledge. Effective
communication between team members is the key element for
the quality of the game. Therefore, Agile techniques are useful
for proper communication and collaboration of team
members. It has been observed that there are no set of
standards to bring a global uniformity in quality practices like
usability and interoperability in game development.
Therefore, it is suggested that a complete set of standards must
be defined to bring uniformity in game development processes
to resolve problems such as usability and interoperability. It is
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games development methodologies, in Proc. Science and
Information Conf., London, UK, 7-9, Oct. 2013.
[2] Ramadan, R. and Widyani, Y. Game development life cycle
guidelines, in Proc. ICACSIS, 2013.
[3] Srisuriyasavad A. and Prompoon, N. Defining usability quality
metric for game prototype using software attributes, in Proc.
The International MultiConference of Engineers and Computer
Scientists, vol. I, Hong Kong, 13-15, Mar. 2013.
[4] Levy, S. and Gamboa, F. Quality requirements for multimedia
interactive informative systems, Journal of Software
Engineering and Applications, 2013, pp. 416-425.
[5] Korhonen, H. and Koivisto, E.M. Playability heuristics for
mobile games, in Proc. Mobile HCI, Helsinki, Finland, 1215,
Sep. 2006.
[6] Tu, Y.H. and Hung, K.M. The influences of system quality and
service quality to consumer satisfaction and loyalty in on-line
game industry, IEEE, 2010.
[7] Chen, P. and Zarki, M.E. Perceptual view inconsistency: an
objective evaluation framework for online game quality of
experience (QoE), IEEE, 2011.
[8] Branton, C. Interoperability standards for pervasive games, in
Proc. Working Conf. on Advanced Visual Interfaces,
2011ACM, USA, 22, May. 2011, pp. 4347.
[9] Snchez, J. L. Playability as extension of quality in use in video
games, IEEE Transactions On Software Engineering, Nov.
2008, pp. 728-738.
[10] Peres, A.L. Methods and processes definitions for multiplatform
social network games development with distributed teams in
Proceedings of HCI International , San Diego, California, USA,
2009.
[11] Torrente, J. Development of Game-Like Simulations for
Procedural Knowledge in Healthcare Education, IEEE
Transactions on Learning Technologies, vol. 7, pp. 6982, Dec.
2013.
12] Kasurinen, J. and Smolander, K. What do game developers test
in their products?, in Proc. 8th ACM/IEEE International
Symposium on Empirical Software Engineering and
Measurement (ESEM), Torino, Italy, 2014.
[13]
Vargas, J.A., Mundo, L.G., Genero, M. and Piattini, M. A
systematic mapping study on serious game quality, in Proc.
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Software Engineering (EASE), London, England, BC, United
Kingdom, 2014.
[14] Mishra, D., Rachamalla, S. and Zarki, M.E. Predict the Storm:
A simulation model to measure the playability before the game
development, in Fourth International Conference on
Communication Systems and Network Technologies (CSNT),
Bhopal, 2014.
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ISSN: 2312-7694
Maria et al. / International Journal of Computer and Communication System Engineering (IJCCSE)
[15] Z. Wang, C. Wu, L. Sun, and S. Yang, Peer-Assisted Online
Games with Social Reciprocity, in 19th International
Workshop on Quality of Service (IWQoS), San Jose, CA, 2011.
[16] C. M. Kanode and H. M. Haddad, Software Engineering
Challenges in Game Development, in Sixth International
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2009.
[17] C. Li, S. Ranganathan and S. Vijayachandran, Games in the
workplace: Revolutionary or Run-of-the-mill?, in International
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[18] M. Schmalz, A. Finn and H. Taylor, Risk Management in
Video Game Development Projects, in 47th Hawaii
International Conference on System Sciences (HICSS),
Waikoloa, HI, 2014.
[19] B. Neto, L. Fernandes, C. Werner, and J. M. Souza, Reuse in
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Applications, Fukuoka, 2009.
[20]
Lennart Nacke, From Playability to a Hierarchical Game
Usability Model, in Proc. Conference on Future Play,
Vancouver, Canada.
Playability
Mobility
User
Experience
Reliability
Meaning
Accessible to all the users even
with different types of disabilities.
Changes its behavior according to
changes in its environment.
eye-catching and good looking
the degree to which player can
achieve specified goals with
effectiveness,
efficiency,
satisfaction and fun.
Transferring from one place to
another and run in different
environment.
Players perceptions about a game
after playing it such as ease of use
and efficiency.
Failure-free
operation
or
maintaining level of performance
under different conditions for a
stated period of time.
Possible
Values
Yes, No
Yes, No
Yes, No
Yes, No
Yes, No
Yes, No
Yes , No
Usability
Yes, No
Creativity
Level of innovation
Yes, No
Efficiency
Performance
Functionality
Fun Factor
Maintainability
Game
Mechanics
Yes, No
Yes, No
Yes, No
Yes, No
Yes, No
Yes, No
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Techniques
Hsien
2010
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Accessibil
ity
Yes
Adaptability
Playabilit
y
No
Mobility
No
Attractive
ness
No
Reliability
Usability
No
User
Experience
Yes
Yes
Yes
No
Yes
Yes
Yes
Yes
Yes
Yes
No
Azawi et al,
2013
Ramadan et al,
2013
No
Yes
Yes
No
Yes
No
No
Yes
No
No
Yes
No
Yes
No
No
Yes
Srisuriyasavad
et al, 2013
Levy et al, 2013
Yes
No
Yes
No
No
No
No
Yes
No
Yes
Yes
No
No
No
No
No
Korhonen et al,
2006
Branton et al,
2011
Snchez et al,
2008
Peres et al, 2009
No
Yes
No
Yes
Yes
No
Yes
Yes
No
Yes
Yes
No
Yes
Yes
Yes
No
Yes
Yes
Yes
Yes
No
No
No
Yes
No
No
No
Yes
Yes
No
No
No
Torrente et al,
2013
Kasurinen and
Smolander,
2014
Vargas et al,
2014
Mishra et al,
2014
Wang et al,
2011
Kanode
and
Haddad, 2009
Li et al, 2013
No
No
No
No
No
Yes
Yes
Yes
No
No
Yes
Yes
No
No
No
Yes
No
No
No
62.50%
No
64.92%
Yes
45.54%
No
No
No
Yes
No
No
No
No
No
No
No
No
Yes
No
No
No
No
No
No
Yes
No
No
No
No
No
No
No
No
No
No
Yes
Yes
Schmalz et al,
2014
Neto et al, 2009
No
No
No
No
No
No
No
No
No
Yes
No
Yes
No
Yes
No
No
Lennart Nacke,
2009
No
No
No
Yes
Yes
Yes
No
Yes
et
al,
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TABLE III: ANALYSIS OF EXISTING TECHNIQUES FOR GAME DEVELOPMENT
S
#
1
2
3
4
5
6
7
8
9
1
0
1
1
1
2
1
3
1
4
1
5
1
6
1
7
1
8
1
9
2
0
Techniques
Creativity
Efficiency
Performance
Functionality
Maintainability
No
Fun
Factor
No
No
Game
Mechanics
No
Hsien et al,
2010
Chen et al,
2011
Azawi et al,
2013
Ramadan et
al, 2013
Srisuriyasava
d et al, 2013
Levy et al,
2013
Korhonen et
al, 2006
Branton et al,
2011
Snchez et al,
2008
Peres et al,
2009
Torrente et al,
2013
Kasurinen and
Smolander,
2014
Vargas et al,
2014
Mishra et al,
2014
Wang et al,
2011
Kanode and
Haddad, 2009
Li et al, 2013
No
No
Yes
No
No
Yes
No
Yes
No
No
No
Yes
Yes
Yes
No
No
No
No
No
No
Yes
Yes
No
Yes
No
Yes
No
Yes
Yes
No
Yes
Yes
No
No
Yes
No
No
No
No
No
Yes
No
No
No
No
No
No
No
No
Yes
No
No
No
Yes
Yes
No
Yes
No
Yes
No
No
Yes
No
No
Yes
No
No
No
No
No
Yes
No
Yes
Yes
Yes
No
No
Yes
No
Yes
No
78.57%
No
8.93%
No
No
No
No
Yes
No
No
No
No
No
No
Yes
No
No
No
No
No
Yes
No
No
No
No
No
No
No
No
No
No
No
No
No
Schmalz et al,
2014
Neto et al,
2009
Lennart
Nacke, 2009
No
No
No
No
Yes
No
No
No
No
Yes
No
Yes
Yes
No
No
Yes
No
No
No
No
No
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