16,028 research outputs found
Understanding Computer Role-Playing Games: A Genre Analysis Based on Gameplay Features in Combat Systems
A game genre as diverse as that of computer role-playing games is difficult to overview. This poses challenges or both developers and researchers to position their work clearly within the genre. We present an overview of the genre based on clustering games with similar gameplay features. This allows a tracing of relations between subgenres through their gameplay, and connecting this to concrete game examples. The analysis was done through using gameplay design patterns to identify gameplay features and focused upon the combat systems in the games. The resulting cluster structure makes use of 321 patterns to create 37 different subgenre classifications based solely on gameplay features. In addition to the clusters, we identify four categories of patterns that help designers and researchers understand the combat systems in computer role-playing games
XP customer practices: A grounded theory
The Customer is a critical role in XP, but almost all XP practices are presented for developers by developers. While XP calls for Real Customer Involvement, it does not explain what XP Customers should do, nor how they should do it. Using Grounded Theory, we discovered eight customer practices used by successful XP teams: Customer Boot Camp, Customer’s Apprentice, Customer Pairing, and Programmer’s Holiday support the well-being and effectiveness of customers; Programmer On-site and Road shows support team and organization interactions; and Big Picture Up Front and Re-calibration support Customers steering the whole project. By adopting these processes, XP Customers and teams can work faster and more sustainably
IDR : a participatory methodology for interdisciplinary design in technology enhanced learning
One of the important themes that emerged from the CAL’07 conference was the failure of technology to bring about the expected disruptive effect to learning and teaching. We identify one of the causes as an inherent weakness in prevalent development methodologies. While the problem of designing technology for learning is irreducibly multi-dimensional, design processes often lack true interdisciplinarity. To address this problem we present IDR, a participatory methodology for interdisciplinary techno-pedagogical design, drawing on the design patterns tradition (Alexander, Silverstein & Ishikawa, 1977) and the design research paradigm (DiSessa & Cobb, 2004). We discuss the iterative development and use of our methodology by a pan-European project team of educational researchers, software developers and teachers. We reflect on our experiences of the participatory nature of pattern design and discuss how, as a distributed team, we developed a set of over 120 design patterns, created using our freely available open source web toolkit. Furthermore, we detail how our methodology is applicable to the wider community through a workshop model, which has been run and iteratively refined at five major international conferences, involving over 200 participants
Non-Technical Individual Skills are Weakly Connected to the Maturity of Agile Practices
Context: Existing knowledge in agile software development suggests that
individual competency (e.g. skills) is a critical success factor for agile
projects. While assuming that technical skills are important for every kind of
software development project, many researchers suggest that non-technical
individual skills are especially important in agile software development.
Objective: In this paper, we investigate whether non-technical individual
skills can predict the use of agile practices. Method: Through creating a set
of multiple linear regression models using a total of 113 participants from
agile teams in six software development organizations from The Netherlands and
Brazil, we analyzed the predictive power of non-technical individual skills in
relation to agile practices. Results: The results show that there is
surprisingly low power in using non-technical individual skills to predict
(i.e. explain variance in) the mature use of agile practices in software
development. Conclusions: Therefore, we conclude that looking at non-technical
individual skills is not the optimal level of analysis when trying to
understand, and explain, the mature use of agile practices in the software
development context. We argue that it is more important to focus on the
non-technical skills as a team-level capacity instead of assuring that all
individuals possess such skills when understanding the use of the agile
practices.Comment: 18 pages, 1 figur
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