RAGE Reusable Game Software Components and Their Integration into Serious Game Engines

G.W. van der Vegt, Enkhbold Nyamsuren, Wim Westera

Research output: Chapter in Book/Report/Conference proceedingConference article in proceedingAcademicpeer-review

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Abstract

This paper presents and validates a methodology for integrating reusable software components in diverse game engines. While conforming to the RAGE com-ponent-based architecture described elsewhere, the paper explains how the interac-tions and data exchange processes between a reusable software component and a game engine should be implemented for procuring seamless integration. To this end, a RAGE-compliant C# software component providing a difficulty adaptation routine was integrated with an exemplary strategic tile-based game “TileZero”. Implementa-tions in MonoGame, Unity and Xamarin, respectively, have demonstrated successful portability of the adaptation component. Also, portability across various delivery platforms (Windows desktop, iOS, Android, Windows Phone) was established. Thereby this study has established the validity of the RAGE architecture and its un-derlying interaction processes for the cross-platform and cross-game engine reuse of software components. The RAGE architecture thereby accommodates the large scale development and application of reusable software components for serious gaming.
Original languageEnglish
Title of host publicationBridging with Social-Awareness
Subtitle of host publication15th International Conference, ICSR 2016
EditorsGeorgia M. Kapitsaki, Eduardo Santana de Almeida
PublisherSpringer
Pages165-180
Publication statusPublished - Jun 2016
EventBridging with Social-Awareness: 15th International Conference, ICSR 2016 - Limassol, Cyprus
Duration: 5 Jun 20167 Jun 2016

Publication series

NameLecture Notes in Computer Science
PublisherSpringer
Volume9679

Conference

ConferenceBridging with Social-Awareness
Abbreviated titleICSR 2016
CountryCyprus
CityLimassol
Period5/06/167/06/16

Fingerprint

Engines
Electronic data interchange
Tile
Serious games

Keywords

  • serious game
  • reuse
  • software component
  • integration
  • game engine
  • interoperability
  • RAGE

Cite this

van der Vegt, G. W., Nyamsuren, E., & Westera, W. (2016). RAGE Reusable Game Software Components and Their Integration into Serious Game Engines. In G. M. Kapitsaki, & E. Santana de Almeida (Eds.), Bridging with Social-Awareness: 15th International Conference, ICSR 2016 (pp. 165-180). (Lecture Notes in Computer Science; Vol. 9679). Springer.
van der Vegt, G.W. ; Nyamsuren, Enkhbold ; Westera, Wim. / RAGE Reusable Game Software Components and Their Integration into Serious Game Engines. Bridging with Social-Awareness: 15th International Conference, ICSR 2016. editor / Georgia M. Kapitsaki ; Eduardo Santana de Almeida. Springer, 2016. pp. 165-180 (Lecture Notes in Computer Science).
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van der Vegt, GW, Nyamsuren, E & Westera, W 2016, RAGE Reusable Game Software Components and Their Integration into Serious Game Engines. in GM Kapitsaki & E Santana de Almeida (eds), Bridging with Social-Awareness: 15th International Conference, ICSR 2016. Lecture Notes in Computer Science, vol. 9679, Springer, pp. 165-180, Bridging with Social-Awareness, Limassol, Cyprus, 5/06/16.

RAGE Reusable Game Software Components and Their Integration into Serious Game Engines. / van der Vegt, G.W.; Nyamsuren, Enkhbold; Westera, Wim.

Bridging with Social-Awareness: 15th International Conference, ICSR 2016. ed. / Georgia M. Kapitsaki; Eduardo Santana de Almeida. Springer, 2016. p. 165-180 (Lecture Notes in Computer Science; Vol. 9679).

Research output: Chapter in Book/Report/Conference proceedingConference article in proceedingAcademicpeer-review

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van der Vegt GW, Nyamsuren E, Westera W. RAGE Reusable Game Software Components and Their Integration into Serious Game Engines. In Kapitsaki GM, Santana de Almeida E, editors, Bridging with Social-Awareness: 15th International Conference, ICSR 2016. Springer. 2016. p. 165-180. (Lecture Notes in Computer Science).