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September/October 2011 (vol. 28 no. 5)
pp. 27-29
| ASCII Text | x | ||
| Clark Verbrugge, Paul Kruszewski, "Guest Editors' Introduction: Engineering Fun," IEEE Software, vol. 28, no. 5, pp. 27-29, September/October, 2011. | |||
| BibTex | x | ||
| @article{ 10.1109/MS.2011.98, author = {Clark Verbrugge and Paul Kruszewski}, title = {Guest Editors' Introduction: Engineering Fun}, journal ={IEEE Software}, volume = {28}, number = {5}, issn = {0740-7459}, year = {2011}, pages = {27-29}, doi = {http://doi.ieeecomputersociety.org/10.1109/MS.2011.98}, publisher = {IEEE Computer Society}, address = {Los Alamitos, CA, USA}, } | |||
| RefWorks Procite/RefMan/Endnote | x | ||
| TY - MGZN JO - IEEE Software TI - Guest Editors' Introduction: Engineering Fun IS - 5 SN - 0740-7459 SP27 EP29 EPD - 27-29 A1 - Clark Verbrugge, A1 - Paul Kruszewski, PY - 2011 KW - computer games KW - software development KW - human-centric design VL - 28 JA - IEEE Software ER - | |||
DOI Bookmark: http://doi.ieeecomputersociety.org/10.1109/MS.2011.98
Successful development of video games hinges on understanding the difficulties of ensuring the resulting product is fun. Addressing this soft requirement, incorporating nontrivial multimedia, and other domain-specific concerns bring novel challenges to software development. The guest editors of this special issue on "engineering fun" describe some of the major problems and present articles that illustrate the difficulties in designing and producing applications that must somehow result in an enjoyable player experience while still satisfying the demands of a large, complex graphical, real-time, and distributed application.
Index Terms:
computer games, software development, human-centric design
Citation:
Clark Verbrugge, Paul Kruszewski, "Guest Editors' Introduction: Engineering Fun," IEEE Software, vol. 28, no. 5, pp. 27-29, Sept.-Oct. 2011, doi:10.1109/MS.2011.98
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