Improving Engagement Assessment in Gameplay Testing Sessions using IoT Sensors. Politowski, C., Petrillo, F., & Gu�h�neuc, Y. In Morales, R., Saborido, R., Humayoun, S. R., & Gu�h�neuc, Y., editors, Proceedings of the 2<sup>nd</sup> International Workshop on Software Engineering Research and Practices for the Internet of Things (SERP4IoT), pages 655–659, May, 2020. ACM Press. 5 pages. Short paper.
Paper abstract bibtex The video game industry is a multimillionaire market, which makes solo indie developers millionaire in one day. However, success in the game industry is not a coincidence. Video game development is an unusual kind of software that mix multidisciplinary teams: software engineers, designers, and artists. Also, for a video game to become popular, it must be fun and polished: exhaustively well tested. Testing in video game development encompasses different types of tests at different moments of the development process. In particular, assessing the players' gameplay in a test session can drive the development drastically. The designers analyze the players' actions and behaviour in the game. They can then decide if a feature/level requires rework. They often spend many man/work hours reworking a feature just because it is not engaging. As the designers (usually) assess the gameplay session by hand, they cannot be sure that a specific feature is engaging enough. They would benefit from meaningful data that would help them better assess the gameplay and take the decision to keep, rework, or remove a feature. Consequently, we describe the need for an IoT framework to assess players' gameplay using IoT sensors together with game devices which will produce a rich output for the game designers.
@INPROCEEDINGS{Politowski20-SERP4IoT-EngagementIoTSensors,
AUTHOR = {Cristiano Politowski and Fabio Petrillo and
Yann-Gael Gu�h�neuc},
BOOKTITLE = {Proceedings of the 2<sup>nd</sup> International Workshop on Software Engineering Research and Practices for the Internet of Things (SERP4IoT)},
TITLE = {Improving Engagement Assessment in Gameplay Testing
Sessions using IoT Sensors},
YEAR = {2020},
OPTADDRESS = {},
OPTCROSSREF = {},
EDITOR = {Rodrigo Morales and Rub�n Saborido and
Shah Rukh Humayoun and Yann-Ga�l Gu�h�neuc},
MONTH = {May},
NOTE = {5 pages. Short paper.},
OPTNUMBER = {},
OPTORGANIZATION = {},
PAGES = {655--659},
PUBLISHER = {ACM Press},
OPTSERIES = {},
OPTVOLUME = {},
KEYWORDS = {Topic: <b>ESE for the IoT</b>,
Topic: <b>Video game development</b>, Venue: <i>SERP4IoT</i>},
URL = {http://www.ptidej.net/publications/documents/SERP4IoT20b.doc.pdf},
PDF = {http://www.ptidej.net/publications/documents/SERP4IoT20b.ppt.pdf},
ABSTRACT = {The video game industry is a multimillionaire market,
which makes solo indie developers millionaire in one day. However,
success in the game industry is not a coincidence. Video game
development is an unusual kind of software that mix multidisciplinary
teams: software engineers, designers, and artists. Also, for a video
game to become popular, it must be fun and polished: exhaustively
well tested. Testing in video game development encompasses different
types of tests at different moments of the development process. In
particular, assessing the players' gameplay in a test session can
drive the development drastically. The designers analyze the players'
actions and behaviour in the game. They can then decide if a
feature/level requires rework. They often spend many man/work hours
reworking a feature just because it is not engaging. As the designers
(usually) assess the gameplay session by hand, they cannot be sure
that a specific feature is engaging enough. They would benefit from
meaningful data that would help them better assess the gameplay and
take the decision to keep, rework, or remove a feature. Consequently,
we describe the need for an IoT framework to assess players' gameplay
using IoT sensors together with game devices which will produce a
rich output for the game designers.}
}
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