AppDev 4 – Game Development
JTL
Assignment Quiz
TITLE AUTHOR/s CONCEPT METHODOLOGY FINDINGS
Introducing Sustainable Jakub Swacha et al. To introduce sustainable The study utilized a Level 1 The research revealed that
Development Topics into development topics into evaluation method, as defined most participants viewed the
Computer Science Education: computer science education by Kirkpatrick and Eco JSity app positively for
Design and Evaluation of the through the design and Kirkpatrick, which focuses on educational purposes,
Eco JSity Game evaluation of the Eco JSity the participants' reactions to believing it helped them learn
game. The study focuses on the training or educational more efficiently. While ease of
how game-based learning can intervention. This level of use was generally seen as
be used to combine computer evaluation assesses the favorable, it wasn't rated as
science education with immediate response of the highly as usefulness. However,
sustainable development participants to the training there's room for improvement
education, aiming to enhance without delving into deeper in terms of making it easier for
students' learning experience levels of evaluation such as users to locate specific
in both areas learning, behavior, and results. features within the app.
A Guideline for Game Hsiao-Wen Yang, Jeng-Fung This study focuses on Game It involves conducting a The study on Game
Development-Based Learning: Chen, and Gwo-Dong Chen Development-Based Learning systematic review following Development-Based Learning
A Literature Review (GDBL), which uses game guidelines from the Campbell (GDBL) discovered favorable
development frameworks Collaboration, Cochrane results when incorporating
(GDFs) to enhance Handbook for Systematic game development into
educational methods and boost Reviews of Interventions, and courses. Most reviewed
learning results. GDBL the University of York's articles affirmed GDBL's
integrates aspects of game Centre for Reviews and effectiveness in boosting
development, like game Dissemination. student motivation,
design and creation, into participation in lectures, and
educational environments to activities. Nonetheless,
captivate students, increase challenges like time
motivation, and advance skill limitations and
acquisition. Educators communication difficulties
incorporate GDFs into the within groups were noted. In
curriculum to harness the essence, the research
innate attraction of games, emphasized the advantages of
creating a more engaging and integrating game development
immersive learning frameworks into education to
environment. Through GDBL, enhance learning results and
students can apply theoretical student involvement.
concepts in practical
situations, nurturing creativity,
problem-solving abilities, and
collaboration skills.
A Comparison of Traditional Wulf et al. (2018) This study aims to offer Surveying which involves 582 The study discovered that
Game Design vs. AI-Driven valuable insights into the participants and analyzing the individuals who reminisced
Game future of game design and the impact and implementation of about older memories
Design influence of AI on crafting AI in game agents. expressed heightened feelings
engaging game experiences. It of nostalgia compared to those
seeks to educate game who recalled more recent
developers, designers, and ones. Focusing on older,
researchers about both the nostalgic memories
merits and constraints of highlighted the importance of
conventional game design challenge and enjoyment in
versus AI-driven approaches, shaping gaming experiences.
while also pinpointing Furthermore, these
potential avenues for further recollections often centered
investigation. around childhood memories,
amplifying the sense of
nostalgia.
Developing Inclusive Games: Matheus Cezarotto et al. The study focuses on They employed a design-based The study underscored the
Design Frameworks for developing frameworks to research methodology to guide significance of developing
Accessibility and Diversity enhance accessibility and the development of the inclusive and representative
diversity in game design, Learning Games Lab, setting games for all players. It
aiming to enable all players, clear objectives for each introduced two frameworks to
irrespective of their learning game, defining the assist design teams in
backgrounds or abilities, to target audience, and refining addressing accessibility,
fully participate in and enjoy the final product. Action equity, diversity, inclusion,
games, particularly those research was also utilized, and representation issues.
designed for educational allowing the team to actively Additionally, the study offered
purposes. It highlights the pursue improvements in their recommendations for
necessity of integrating processes to prioritize incorporating these design
accessibility, equity, diversity, accessibility and diversity. principles into consistent
inclusion, and representation This involved a continuous development procedures. The
into consistent development and iterative process, with team's efforts involved
processes to produce top- self-reflective cycles of ongoing assessment and
notch, inclusive games. planning, acting, observing, implementation of
and reflecting to drive change. accessibility features into
products, starting from the
initial design phases, to ensure
seamless usability for a
diverse user base.
Fast Photorealistic Techniques Alex M´endez Feliu, Mateu The study aims to explore and A comprehensive exploration The study showcases the
to Simulate Global Sbert, and Jordi Cata innovate methods for speeding of different techniques and application of various
Illumination in Videogames up global illumination algorithms to achieve fast and sampling techniques to
and Virtual Environments computation in computer photorealistic global estimate radiance from diverse
graphics and image synthesis illumination in the context of viewpoints, evaluating their
to achieve photorealistic videogames and virtual efficiency in achieving rapid
outcomes more quickly. It environments. and realistic global
delves into light interaction illumination. It references
across all scene surfaces, multiple sources and research
investigating algorithms like on sampling techniques,
radiosity, ray-tracing, and radiosity, ray tracing, and
path-tracing. The findings are distributed ray tracing. The
relevant for diverse findings contribute to
applications including video enhancing methods for
games, virtual reality, and realistic lighting effects in
rendering for film and virtual settings, benefiting
animation production. fields like video games, virtual
reality, and rendering for film
and animation production.
Player-centred game design: Daryl Charles et al. The study investigates the use The study discusses two The study highlights the
Player modelling and adaptive of adaptive technologies to common methods used to significance of involving
digital games personalize gaming assess games: user studies and diverse samples from the
experiences for individual heuristic testing. User studies intended player demographics,
players, highlighting the entail observing players and accurately capturing and
importance of understanding soliciting their feedback interpreting subjective
player behavior and through questions to gauge observations, and devising
employing adaptive game opinions on different game meaningful and reliable tests
technology to adjust elements like gameplay, story, or surveys. It also discusses
challenges and improve mechanics, and usability. employing data mining tools
learning curves across various Conversely, heuristic testing and unsupervised statistical
player demographics. It evaluates game playability by methods to uncover
suggests the creation of measuring against established correlations within the game
dynamically evolving player guidelines or heuristics. variables. Ultimately, the
models during gameplay by study asserts that player-
combining prior knowledge of focused game design and user
player types with in-game data testing are essential for
to achieve personalized and improving game quality,
immersive gaming though it acknowledges
experiences. Furthermore, the challenges in obtaining
study emphasizes the need for constructive feedback and
ongoing research to enhance designing efficient evaluation
understanding and processes.
classification of players,
which can inform future
development of adaptive
technologies.
Executable Formal Timo Nummenmaa The study delves into The study utilizes the DisCo The study utilizes the DisCo
Specifications in Game employing executable formal system, adapted and expanded system, which is modified and
Development: Design, specifications in game to facilitate simulating game extended to support simulating
Validation, and Evolution development, aiming to design, external user game design, external user
design, validate, and refine interfaces, and database-driven interfaces, and database-driven
game prototypes using formal implementation. It implementation. The
methods. It centers on crafting acknowledges limitations, limitations of the research are
a game for a designated especially regarding tool acknowledged, particularly in
physical space, with suitability and the necessity terms of tool suitability and
interaction facilitated through for additional evidence to the need for more evidence to
physical game objects. substantiate the effectiveness prove the effectiveness of
Additionally, it explores of formal methods in game formal methods in game
distinctions in gaming development. Ultimately, the development. Overall, the
experiences between methodology seeks to improve methodology aims to enhance
traditional mobile games and the game development process the game development process
scenarios where gaming serves and investigate the usefulness and explore the applicability
as a secondary activity for and advantages of employing and benefits of formal
players. Research questions formal methods in this methods in game
steer the prototype context. development.
development, addressing
diverse elements and
challenges in game design.
Game development software Aleem et al. (2016). This study conducts a The methodology used in this The study's findings regarding
engineering systematic literature review study is a systematic literature the Game Development
process life cycle: a systematic (SLR) on the Game review (SLR). The authors Software Engineering (GDSE)
review Development Software followed a well-defined process life cycle are crucial
Engineering (GDSE) process process to identify and select for advancing the quality of
life cycle. It aims to assess relevant research articles digital games. It identifies
research focus across different related to the Game areas needing more research
phases of GDSE and pinpoint Development Software attention and offers a thorough
areas needing more attention Engineering (GDSE) process evaluation strategy for the
from researchers. By life cycle. They conducted a fragmented nature of GDSE.
evaluating existing literature, comprehensive search across Additionally, the results
identifying research gaps, and multiple databases and applied establish a foundation for
proposing areas for further specific inclusion and future studies in GDSE and
investigation in GDSE, the exclusion criteria to select the highlight topics requiring
study offers valuable insights most relevant studies. further investigation. The
for enhancing the quality of study aids researchers in
digital games and serves as a identifying gaps in GDSE
foundation for future research research and suggests areas for
in the GDSE domain. future contributions. Overall,
the systematic literature
review conducted in this study
will benefit game development
organizations and software
developers in the gaming
industry.
The Future of Web and Mobile Kevin Curran and Ciaran The concept of the study The methodology involves The study concludes that
Game Development” George revolves around the impact of evaluating the impact of HTML5, WebGL, and other
HTML5 on the game HTML5 on game technologies offer game
development industry. The development, specifically developers exciting new
study aims to provide an focusing on new features such possibilities for creating
overview of how HTML5, as WebGL, Canvas, and highly visual, interactive web
with new elements and WebSockets. and mobile games, with the
features such as WebGL, potential for significant
Canvas, and WebSockets, has advancements in the industry
opened up new possibilities in the coming years.
for developers to create
interactive and visually
engaging web and mobile
games. The ultimate goal is to
showcase the innovative
potential of HTML5 in
revolutionizing the way games
are developed for web and
mobile platforms, emphasizing
the integration of various
features to enhance game
development creativity and
functionality.
Game Conceptualization and Alexander Zook and Mark O. The concept of this study is to The methodology in this study Participants drew inspiration
Development Processes in Riedl analyze the processes involved involves administering a free- from various sources, set
the Global Game Jam in conceptualizing and response survey to participants design goals at personal,
developing games during the in the 2013 Global Game Jam player-oriented, and system
Global Game Jam (GGJ) by and categorizing their levels, and utilized diverse
studying the experiences of responses into themes related prototyping and development
participants in the 2013 event. to inspirations, design goals, processes.
The study focuses on prototyping processes, and the
understanding how designers flow of realizing game ideas in
choose game ideas, set design code [2]. The study also
goals, and implement those discusses the use of
ideas into working games retrospective protocol analysis
within the time-constrained and semi-structured interviews
and collaborative environment as means to gather more
of the GGJ. detailed data on the game
design processes
Submitted by:
KYLA MAE A. GARCIA
AppDev4 Student