Abstract

The development of new market-driven software products involves several challenges for the requirements engineering process. The challenges are deeper in the case these products are mobile video games. In particular, the mobile games must satisfy a number of critical non-functional requirements (e.g. portability, gameplay, emotional issues). In addition to that, mobile games are developed for mass market, demanding from the development team to understand the requirements of very diverse and sometimes unknown groups of stakeholders. This paper presents the experience of meantime, a global mobile game developing company, in conducting requirements engineering activities during the development of the Frogman game. It also presents some lessons learned in the process.

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