Computer games and software engineering by Cooper, Kendra M. L.; Scacchi, Walt

By Cooper, Kendra M. L.; Scacchi, Walt

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Game Engine Architecture. AK Peters/CRC Press, Boca Raton, FL. Grossman, A. ) (2003). Postmortems from Game Developer: Insights from the Developers of Unreal Tournament, Black and White, Age of Empires, and Other Top-Selling Games. Focal Press, Burlington, MA. Hall, T. (1992). DOOM Bible. 02, ID Software, Austin, TX, November 11, 1992. pdf. IEEE (2014). IEEE Transactions on Computational Intelligence and AI in Games. IEEE Computational Intelligence Society, New York. Kushner, D. (2003). Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture.

2009). What went wrong? A survey of problems in game development. Computers in Entertainment, 7(1), Article 13. 1486521. , and Stach, T. (2008). Heuristic evaluation for games: Usability principles for video game design. Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, Florence, Italy, ACM, New York, April, pp. 1453–1462. Reeves, B. L. (2009). Total Engagement: Using Games and Virtual Worlds to Change the Way People Work and Businesses Compete. Harvard Business Press, Boston, MA.

21522. Oh Navarro, E. and Van der Hoek, A. (2005). Software process modeling for an educational software engineering simulation game. Software Process Improvement and Practice, 10(3), 311–325. Oh Navarro, E. and Van der Hoek, A. (2009). Multi-site evaluation of SimSE. SIGCSE Bulletin, 41(1), 326–330. , and Dietrich, C. (2009). What went wrong? A survey of problems in game development. Computers in Entertainment, 7(1), Article 13. 1486521. , and Stach, T. (2008). Heuristic evaluation for games: Usability principles for video game design.

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