TY - GEN
T1 - Strategies and Tools to Enable Reuse in Serious Games Ecosystems and Beyond
AU - Stanescu , Ioana Andreea
AU - Stefan, Antoniu
AU - Lim, Theodore
AU - Baalsrud Hauge, Jannicke
AU - Wendrich, Robert
AU - Neagu, Gabriela
AU - Bellotti, Francesco
PY - 2014/4/24
Y1 - 2014/4/24
N2 - Software ecosystems are defined as collections of organizations that are related through software or a software related concept. Within such ecosystems, reusability is fundamental to software sustainability and cost-efficiency. Design for reusability brings the technical promise of high quality software that emerges from clean design, fitness for a purpose and a low defect count. This ensures the software is extensible to cater for or modifiable for different pipelines, data and purposes. Serious Games (SG) software projects are an example of software ecosystems that have been known to consume considerable resources, yet deliver sub-standard and expensive products. From an educational perspective, the accessibility of reusable, open components repositories for SG development would provide far greater benefits. SG researchers, developers and implementers can adopt reusability to create a gateway to reusable SG assets for the SG community. This would facilitate sustainable models, class libraries, organizational structures, and knowledge to improve SG design and fit for purpose. For SG reusability to reach its full potential this effort should not address exclusively the SG ecosystems but cross the boundaries of other disciplines to establish its impact. Under these premises, the authors consider the development of a Serious Games Reusability Reference Point (SGREF) to assist the SG community and support trans-disciplinary initiatives.
AB - Software ecosystems are defined as collections of organizations that are related through software or a software related concept. Within such ecosystems, reusability is fundamental to software sustainability and cost-efficiency. Design for reusability brings the technical promise of high quality software that emerges from clean design, fitness for a purpose and a low defect count. This ensures the software is extensible to cater for or modifiable for different pipelines, data and purposes. Serious Games (SG) software projects are an example of software ecosystems that have been known to consume considerable resources, yet deliver sub-standard and expensive products. From an educational perspective, the accessibility of reusable, open components repositories for SG development would provide far greater benefits. SG researchers, developers and implementers can adopt reusability to create a gateway to reusable SG assets for the SG community. This would facilitate sustainable models, class libraries, organizational structures, and knowledge to improve SG design and fit for purpose. For SG reusability to reach its full potential this effort should not address exclusively the SG ecosystems but cross the boundaries of other disciplines to establish its impact. Under these premises, the authors consider the development of a Serious Games Reusability Reference Point (SGREF) to assist the SG community and support trans-disciplinary initiatives.
KW - Serious games
KW - Reusability
KW - Design tools
KW - SGREF
M3 - Conference contribution
VL - 1
T3 - Conference proceedings of "eLearning and Software for Education" (eLSE)
SP - 363
EP - 372
BT - Let's build the future through learning innovatio
A2 - Roceanu, Ion
PB - Universitatea Nationala de Aparare Carol I
T2 - 10th International Scientific Conference eLearning and Software for Education 2014
Y2 - 24 April 2014 through 25 April 2014
ER -