Abstract
This paper describes as a case study the first 12 months of a 2 year project developing a serious game targeted at a number of industrial sectors: aeronautical, automotive, civil construction, software and electronics. The paper presents the devised methodology to address the problems that emerged, mostly associated to the inherent barriers of managing a distributed team with equal participatory roles and responsibilities in the creative process of developing a serious game. Some of the lessons learnt are shared with the reader.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Preview
Unable to display preview. Download preview PDF.
References
Abrahamsson, P., Warsta, J., Siponen, M., Ronkainen, J.: New Directions on Agile Methods: A Comparative Analysis. In: IEEE Proc. International Conference on Software Engineering, Portland (2003)
Annetta, L.A., et al.: Serious Gaming: Incorporating Video Games in the Classroom. Educause Quarterly. Number 3 (2006)
Baalsrud Hauge, J., Duin, H., Oliveira, M., Thoben, K.-D.: User Requirements Analysis for Educational Games in Manufacturing. In: Proceedings of the 12th International Conference on Concurrent Enterprising: Innovative Products and Services through Collaborative Networks (ICE 2006), Milano, Italy (June 26-28, 2006)
Beck, K., et al.: Manifesto for Agile Software Development (2006), last accessed April 2006, www.agilemanifesto.org
Beck, K.: Extreme Programming Explained: Embrace Change. Addison-Wesley, Reading (2000)
Brooks, F.: No Silver Bullet: Essence and Accidents of Software Engineering. Computer 20(4) (1987)
Controlchaos (2006), last accessed April 2006, www.controlchaos.com
Diehl, M., Stroebe, W.: Productivity loss in brain-storming groups: Toward the solution of a riddle. Journal of Personality and Social Psychology 53 (1987)
Gamasutra (2006) Last accessed in April 2006, http://www.gamasutra.com
Gallupe, R., Dennis, A., Cooper, W., Valacich, J., Bas-tianutti, L., Nunamaker, J.: Electronic Brain-storming and Group Size. Academy of Management Journal 35 (1992)
Gouran, D., Hirokawa, R.: Functional theory and communication in decision-making and problem-solving groups: An expanded view. In: Hirokawa, R., Poole, M. (eds.) Communication and group decision making, 2nd edn., Thousand Oaks, CA (1996)
Grimson, J., Kugler, H.: Software Needs Engineering – a Position Paper. In: Proceeding of ICSE, Limrick (2000)
Glass, R.: Software Creativity. Prentice Hall, Englewood Cliffs (1995)
Kracke, R., Baalsrud Hauge, J., Duin, H., Thoben, K.-D.: Training of Strategic Decisions in Collaborative Networks through Serious Games. In: Camarinha-Matos, L.M., Afsarmanesh, H., Ollus, M. (eds.) Network-Centric Collaboration and Supporting Frameworks. IFIP TC5 WG 5.5 Seventh IFIP Working Conference on Virtual Enterprises, Helsinki, Finland, September 25-27, 2006, Springer, Heidelberg (2006)
Keith, C.: Agile Methodology in Game Development: Year 3. In: Proc. Computer Games Developer Conference, San Jose (2006)
McConnell, S.: The Art, Science, and Engineering of Software Development. IEEE Software (January/February 1998)
Nguyen, L., Carroll, J., Swatman, P.: Supporting and monitoring the creativity of IS personnel during the requirements engineering process. In: Proc. of 33rd Hawaii International Conference on System Sciences (HICSS-33), Maui (2000)
Oliveira, M., Andersen, B., Oliveira, A., Rolstadas, A.: Using Serious Games to Improve European Competitiveness. In: Cunningham, P., Cunningham, M. (eds.) Exploiting the Knowledge Economy: Issues, Applications and Case Studies, IOS Press, Amsterdam (2006)
Oliveira, M., Andersen, B., Oliveira, A., Rolstadas, A.: A Case Study of Applying Agile Principles to Build a Serious Game in Strategic Manufactuirng. In: Cunningham, P., Cunningham, M. (eds.) 2000. Exploiting the Knowledge Economy: Issues, Applications and Case Studies, IOS Press, Amsterdam (2006)
Osborn, A.: Applied Imagination: Principles and Procedures of Creative Thinking. Scribner, New York (1957)
Paulus, P., Larey, T., Ortega, A.: Performance and perceptions of brainstormers in an organizational setting. Basic and Applied Social Psychology 17 (1995)
Robertson, J.: Eureka! Why analysts should invent requirements. IEEE Software 19 (2002)
Squire, K.: Game-Based Learninig. An x-Learn Perspective Paper. Masie Center. E-Learning Consortium (2005)
Turk, D., France, R., Rumpe, B.: Limitations of Agile Software Processes. In: Proc. of the Third International Conference on eXtreme Programming and Agile Processes in Software Engineering, Alghero (2002)
Wiering, R.: A Survey of Structured and Object-Oriented Software Specification Methods and Techniques. ACM Computing Surveys 30(4) (1998)
Wood, W., Kleb, W.: Extreme Programming in a Research Environment. In: Proc. of the Second XP Universe and First Agile Universe Conference on eXtreme Programming and Agile Methods, London (2002)
Author information
Authors and Affiliations
Editor information
Rights and permissions
Copyright information
© 2008 Springer-Verlag Berlin Heidelberg
About this paper
Cite this paper
Oliveira, M., Duin, H. (2008). Agility in Serious Games Development with Distributed Teams: A Case Study. In: Filipe, J., Cordeiro, J. (eds) Web Information Systems and Technologies. WEBIST 2007. Lecture Notes in Business Information Processing, vol 8. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-540-68262-2_23
Download citation
DOI: https://doi.org/10.1007/978-3-540-68262-2_23
Publisher Name: Springer, Berlin, Heidelberg
Print ISBN: 978-3-540-68257-8
Online ISBN: 978-3-540-68262-2
eBook Packages: Computer ScienceComputer Science (R0)