Abstract
This paper reviews the literature on automatic code generation of user-centered serious games. We decided to break the study in two parts: one study about serious games with model driven engineering, and another study about user-centered serious games. This paper presents an extension of a paper presented at CONISOFT 20 where a systematic review of 5 years old at the time of writing was presented exclusively. The systematic literature review conducted in this paper covers a decade of information from January 2012 to June 2022. The main objective is to know the literature that helps to mitigate the costs and time of software development in serious games. The overall conclusion is that there is still work to be done to combine serious user-centered games and automatic generation. This paper is a systematic review that identifies relevant publications and provides an overview of research areas and publication venues. In addition, Research perspectives were classified according to common objectives, techniques, and approaches. Finally, is presented point out challenges and opportunities for future research and development.
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ACKNOWLEDGMENTS
This work was partially developed under the support of the National Council of Science and Technology (CONACYT-Mexico) in the scope of the project “Infraestructura para Agilizar el Desarrollo de Sistemas Centrados en el Usuario” (Cátedras, Ref. 3053). In addition, the authors thank CONACYT for the doctoral scholarship (number 395377) granted to the first author. We also the Universidad Veracruzana for the support in the development of this research.
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Silva-Vásquez, P.O., Rosales-Morales, V.Y. & Benítez-Guerrero, E. Automatic Code Generation of User-centered Serious Games: A Decade in Review. Program Comput Soft 48, 685–701 (2022). https://doi.org/10.1134/S0361768822080187
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DOI: https://doi.org/10.1134/S0361768822080187