Your browser does not support JavaScript!
http://iet.metastore.ingenta.com
1887

Computer games software factory and edutainment platform for Microsoft .NET

Computer games software factory and edutainment platform for Microsoft .NET

For access to this article, please select a purchase option:

Buy article PDF
£12.50
(plus tax if applicable)
Buy Knowledge Pack
10 articles for £75.00
(plus taxes if applicable)

IET members benefit from discounts to all IET publications and free access to E&T Magazine. If you are an IET member, log in to your account and the discounts will automatically be applied.

Learn more about IET membership 

Recommend Title Publication to library

You must fill out fields marked with: *

Librarian details
Name:*
Email:*
Your details
Name:*
Email:*
Department:*
Why are you recommending this title?
Select reason:
 
 
 
 
 
IET Software — Recommend this title to your library

Thank you

Your recommendation has been sent to your librarian.

An environment targeted at computer games development industrialisation in the .NET platform is presented. A computer game product line definition and its architecture are specified and implemented by means of software factory assets, such as a visual designer based on a domain-specific language, semantic validators and code generators. The proposed approach is then illustrated and empirically validated by the creation of real world case studies. Finally, it is investigated how the proposed factory can be used as an edutainment platform for Computer Science 1 and 2 courses. The final intention is to empower game developers and designers to work more productively, with a higher level of abstraction and closer to their application domain.

References

    1. 1)
      • `Essential facts about the computer and video dame industry', Annual, 2005.
    2. 2)
      • J. D'Anjou , S. Fairbrother , D. Kehn , J. Kellerman , P. McCarthy . (2004) The java(TM) developer's guide to eclipse.
    3. 3)
      • S. Guckenheimer , J.J. Perez . (2006) Software engineering with Microsoft visual studio team system.
    4. 4)
      • Microsoft.com: ‘Guidance automation extensions and guidance automation toolkit’. http://www.msdn.microsoft.com/vstudio/teamsystem/workshop/gat/accessed 13 June 2005).
    5. 5)
      • D. Gruber . The business of games.
    6. 6)
      • M. Overmars . Game maker.
    7. 7)
      • M. Albuquerque . (2005) Revolution engine: 3D game engine architecture’ (in Portuguese).
    8. 8)
      • D.S. Platt . (2003) Introducing Microsoft .Net.
    9. 9)
      • Buchanan, J.: `Experiences, stories and vídeo games', Proc. WJogos 2005, 2005, SBGames.
    10. 10)
      • J. Preece , Y. Rogers , H. Sharp , D. Benyon , S. Holland , T. Carey . (1994) Human-Computer Interaction.
    11. 11)
      • J.-P. Tolvanen . Domain-specific modeling: welcome to the next generation of software modeling.
    12. 12)
      • M. Wiering . (1999) The clean game library.
    13. 13)
      • J. Liberty . (2005) Programming C#: building .NET applications with C#.
    14. 14)
      • RPG Maker XP. http://www.enterbrain.co.jp/tkool/RPG_XP/eng/index.html(accessed 13 June 2005).
    15. 15)
      • W. Jones . (2007) Beginning DirectX 10 game programming.
    16. 16)
      • S. Cook , G. Jones , S. Kent , A.C. Wills . (2007) Domain-specific development with visual studio DSL tools.
    17. 17)
      • G. Junker . (2006) Pro OGRE 3D programming.
    18. 18)
      • A. Deursen , P. Klint , J. Visser . Domain-specific languages: an annotated bibliography.
    19. 19)
      • E. Gamma , R. Helm , R. Johnson , J.M. Vlissides . (1994) Design patterns: elements of reusable object-oriented software.
    20. 20)
      • A. Ferrara . (2002) Programming .NET web services.
    21. 21)
      • DigiPen.edu: ‘MSDN webcast archive – video game development: learn to write C# the fun way’. http://www.digipen.edu/webcast (accessed 13 June 2005).
    22. 22)
      • Xbox.com: ‘Xbox live arcade’ http://www.xbox.com/en-US/livearcade/default.htm(last visited in 13 June 2005).
    23. 23)
      • `Collection packs bring arcade games back to videogames (in Portuguese), Informatics', 12 October 2005.
    24. 24)
      • K. Lyytinen , M. Rossi . (1999) MetaEdit+ a fully configurable multi-user and multi-tool CASE and CAME environment.
    25. 25)
      • J. Greenfield , K. Short , S. Cook , S. Kent , J. Crupi . (2004) Software factories: assembling applications with patterns, models, frameworks, and tools.
    26. 26)
      • S. Zerbst , O. Duvel . (2004) 3D game engine programming.
    27. 27)
      • GarageGames.com: ‘Torque X game engine’. http://www.garagegames.com/products/torque/x/accessed 13 June 2005).
    28. 28)
      • D. Shreiner , M. Woo , J. Neider , T. Davis . (2005) OpenGL programming guide: the official guide to learning OpenGL.
    29. 29)
      • B. Nitschke . (2007) Professional XNA game programming: for Xbox 360 and windows.
    30. 30)
      • Sourceforge.net: ‘Crystal space 3D’. http://crystal.sourceforge.net.accessed 13 June 2005.
    31. 31)
      • Project Hoshimi Programming Battle. http://www.project-hoshimi.com/accessed 13 June 2005).
    32. 32)
      • Digital-lifestyles.info: ‘Men spend more money on video games than music: Nielsen report’. http://digital-lifestyles.info/display_page.asp?section=cm&id=2091(accessed 13 June 2005).
http://iet.metastore.ingenta.com/content/journals/10.1049/iet-sen_20070023
Loading

Related content

content/journals/10.1049/iet-sen_20070023
pub_keyword,iet_inspecKeyword,pub_concept
6
6
Loading
This is a required field
Please enter a valid email address