Research Article
Toward reusable game technologies: assessing the usability of the RAGE component-based architecture framework
@ARTICLE{10.4108/eai.11-7-2019.159527, author={Wim van der Vegt and Kiavash Bahreini and Enkhbold Nyamsuren and Wim Westera}, title={Toward reusable game technologies: assessing the usability of the RAGE component-based architecture framework}, journal={EAI Endorsed Transactions on Serious Games}, volume={5}, number={17}, publisher={EAI}, journal_a={SG}, year={2019}, month={7}, keywords={serious games, software components, game development, reuse, cross-platform, portability, game engines}, doi={10.4108/eai.11-7-2019.159527} }
- Wim van der Vegt
Kiavash Bahreini
Enkhbold Nyamsuren
Wim Westera
Year: 2019
Toward reusable game technologies: assessing the usability of the RAGE component-based architecture framework
SG
EAI
DOI: 10.4108/eai.11-7-2019.159527
Abstract
This paper investigates the usability of the RAGE component-based software architecture (RCSA). This architecture was designed to support serious game development by enabling cross-platform reuse of game software components. While the architecture has been technically validated elsewhere, this paper studies the perceived usefulness and ease of use of the architecture in practice. An extensive questionnaire based on the Technology Acceptance Model (TAM) was administered to 23 software and game developers that have been creating RCSA-compliant game components or integrating these in actual serious games. The results show that developers are generally positive about the usability of the architecture and that the architecture helps them to do a better job in less time. It turns out that developers effectively use all communication modes that are offered by the architecture, most frequently those based on the component´s APIs and the bridge pattern. Some issues were reported, but could be easily addressed. Most developers reported that they have well understood the effectiveness of the architecture and indicated to keep using the architecture in future projects. The outcomes of this study show that the architecture opens up new opportunities to the cross-platform reuse of advanced game functionalities in serious game projects, to reduce production efforts and to advance the domain of serious games at large.
Copyright © 2019 Wim van der Vegt et al., licensed to EAI. This is an open access article distributed under the terms of the Creative Commons Attribution licence (http://creativecommons.org/licenses/by/3.0/), which permits unlimited use, distribution and reproduction in any medium so long as the original work is properly cited.