sg 19(17): e4

Research Article

Toward reusable game technologies: assessing the usability of the RAGE component-based architecture framework

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  • @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
Wim van der Vegt1,*, Kiavash Bahreini1, Enkhbold Nyamsuren1, Wim Westera1
  • 1: Open University of the Netherlands, Valkenburgerweg 177, 6419 AT Heerlen, The Netherlands
*Contact email: wim.vandervegt@ou.nl

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 componentĀ“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.