ABSTRACT
In this paper, we discuss using various prototyping methods in early game development. We have playtested pervasive game prototypes using agile software prototype development methods and guided paper prototyping methods. We give examples of four pervasive games where both paper-prototyping and software-prototyping methods are used. We also compare results that have been achieved by testing games with the potential end users of the game and with colleagues or other experts. The benefits and disadvantages of the methods are discussed and their use in the game development process is described, i.e. when the methods should be used and what should be considered when using them.
- Beck, K. Extreme Programming Explained. Addison-Wesley, 1999. Google ScholarDigital Library
- Björk, S., Holopainen, J., Ljungstrand, P., and Mandryk, R. "Special Issue on Ubiquitous Games" in Personal and Ubiquitous Computing, vol. 6 no. 5-6 (December 2002) pp. 358--361. Google ScholarDigital Library
- Björk, S., Falk, J., Hansson, R., and Ljungstrand., P. 2001. Pirates! - using the physical world as a game board. In Proceedings of the Human-Computer Interaction INTERACT'01, 2001, 423--430.Google Scholar
- Cyan Inc. The Myst. 1993. USA.Google Scholar
- Cockburn, A. Agile Software Development. Addison-Wesley, 2002. Google ScholarDigital Library
- Fullerton, T., Swain, C., and Hoffman, S. Game Design Workshop: Designing, Prototyping and Playtesting Games. CMP Books, San Francisco, CA, 2004. Google ScholarDigital Library
- Harmonix Music Systems (publisher), RedOctane (developer). Guitar Hero. Northern America, 2005.Google Scholar
- Höysniemi, J. "Design and Evaluation of Physically Interactive Games." Dissertations in Interactive Technology, Number 5; University of Tampere, 2006.Google Scholar
- IPerG. Integrated Project on Pervasive Gaming. Available online at: http.//www.pervasive-gaming.orgGoogle Scholar
- It's Alive. 2001. BotFighters. Available online at: http://www.botfighters.com/Google Scholar
- Koivisto, E. M. I, and Eladhari, M. User Evaluation of a Pervasive Game Concept. Proceedings of DIME-arts 2006, Bangkok, Thailand, 2006,Google Scholar
- Koivisto, E. and Korhonen, H. Mobile Game Playability Heuristics. Forum Nokia, (17th of March) 2006. Available at http://forum.nokia.com.Google Scholar
- Koivisto, E. M. I and Palm, T. Iterative Design of Mobile Games. Proceedings of Game Design & Technologies Workshop, Liverpool, UK, 2005.Google Scholar
- Koskinen, K. and Suomela, R. Rapid Prototyping of Context-Aware Games, Proceedings of the 2nd International Conference on Intelligent Environments (IE06), July 5-6, 2006, Athens, Greece.Google ScholarCross Ref
- Koivisto, E. and Wenninger, C. Enhancing Player Experience in MMORPGs with Mobile Features. In Proceedings of Digital Games Research Conference. Vancouver, Canada, 2005.Google Scholar
- Korhonen, H. and Koivisto, E. M. I. Gameplay Heuristics for Mobile Games. Proceedings of MobileHCI, Helsinki, Finland, 2006. Google ScholarDigital Library
- Newt Games. Mogi Available online at: http://www.mogimogi.com, 2003.Google Scholar
- Nielsen, J. Usability Engineering. Academic Press, London, 1994. Google ScholarDigital Library
- Nintendo. Nintendo DS. 2005. Available online at: http://www.nintendo.com/systemsdsGoogle Scholar
- Nintendo. Nintendo Wii. 2006Google Scholar
- Signman, T. The Siren Song of The Paper Cutter: Tips and Tricks from the Trenches of Paper Prototyping. In Gamasutra, September 2005. Available at http://www.gamasutra.com/features/20050913/sigman_01.shtml.Google Scholar
- Sony. Eyetoy. 2003. Available online at http://www.eyetoy.comGoogle Scholar
- Sotamaa, O. 2002. In Proceedings of the Computer Games and Digital Cultures Conference, Tampere University Press, 35--44Google Scholar
- Suomela, R., Koskinen, K. Heikkinen, K., Rapid Prototyping of Location- Based Games with the Multi-User publishing Environment Application Platform. Proceedings of The IEE International Workshop on Intelligent Environments, June 2005, 143--151. c IEE. {rapid1}Google Scholar
- Suomela, R., Räsänen, E., Koivisto, A., and Mattila, J. 2004. Open-Source Game Development with the Multi-user Publishing Environment (MUPE) Application Platform. Proceedings of the Third International Conference on entertainment Computing. Eindhoven, The Netherlands. 2004. ICEC 2004. Lecture Notes in Computer Science. Springer-Verlag GmbH.Google Scholar
- Snyder, C. Paper Prototyping - The Fast and Easy Way to Design and Refine User Interfaces. Morgan Kaufman Publishers, San Francisco, CA, 2003.Google Scholar
- The Agile Alliance. http://www.agilealliance.com/Google Scholar
- Wright, W. "Triangulation: A Schizophrenic Approach to Game Design". A speech in Game Developer's Conference 2004, San Jose, CA, USA.Google Scholar
Index Terms
- Using prototypes in early pervasive game development
Recommendations
Using prototypes in early pervasive game development
Theoretical and Practical Computer Applications in EntertainmentIn this article we discuss various prototyping methods in early pervasive game development. The focus is on pervasive games that are played with mobile phones. Choosing the right prototyping method is crucial in achieving results that can be used for ...
"Leagile" software development
In recent years there has been a noticeable shift in attention from those who use agile software development toward lean software development, often labelled as a shift "from agile to lean". However, the reality may not be as simple or linear as this ...
The Combination of Agile and Lean in Software Development: An Experience Report Analysis
AGILE '11: Proceedings of the 2011 Agile ConferenceThere has been a noticeable focus shift from agile methods such as extreme Programming (XP) and Scrum to lean software development in the last several years, which is indicated as â from agile to leanâ . However, the reality may not be as simple or ...
Comments