Abstract

This paper investigates the usability of the RAGE component-based software architecture (RCSA). This architecture was designed to support serious game development by enabling cross-platform reuse of game software components. While the architecture has been technically validated elsewhere, this paper studies the perceived usefulness and ease of use of the architecture in practice. An extensive questionnaire based on the Technology Acceptance Model (TAM) was administered to 23 software and game developers that have been creating RCSA-compliant game components or integrating these in actual serious games. The results show that developers are generally positive about the usability of the architecture and that the architecture helps them to do a better job in less time. It turns out that developers effectively use all communication modes that are offered by the architecture, most frequently those based on the component´s APIs and the bridge pattern. Some issues were reported, but could be easily addressed. Most developers reported that they have well understood the effectiveness of the architecture and indicated to keep using the architecture in future projects. The outcomes of this study show that the architecture opens up new opportunities to the cross-platform reuse of advanced game functionalities in serious game projects, to reduce production efforts and to advance the domain of serious games at large.

Highlights

  • The potential of games for teaching and training has been widely recognised, their uptake in schools and business has been quite limited [1, 2]

  • Progress is hampered by the wide variety of programming languages, game development systems and delivery platforms that are being used, all of which go with specific technical constraints and incompatibilities that pose severe barriers to growth

  • This paper presents the evaluation results of the RAGE component-based software architecture (RCSA), which was designed to accommodate the development and reuse of advanced software components offering pedagogically relevant functionalities for serious games [4,5]

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Summary

Introduction

The potential of games for teaching and training has been widely recognised, their uptake in schools and business has been quite limited [1, 2]. Access to emerging media technologies that could be incorporated in serious game projects, such as novel adaptation algorithms, artificial intelligence kernels, or natural language processing methods, is limited, while the alternative of in-company development of such technologies is not feasible, either because of required investments or because of lacking know-how. This paper presents the evaluation results of the RAGE component-based software architecture (RCSA), which was designed to accommodate the development and reuse of advanced software components offering pedagogically relevant functionalities for serious games [4,5].

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