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2013 3rd International Workshop on Games and Software Engineering - Engineering Computer Games to Enable Positive, Progressive Change (GAS) (2013)
San Francisco, CA, USA
May 18, 2013 to May 18, 2013
ISBN: 978-1-4673-6263-4
TABLE OF CONTENTS

Title pages (PDF)

pp. i-ii

Contents (PDF)

pp. 1

Welcome to the 3rd International Workshop on Games and Software Engineering: Engineering Computer Games to Enable Positive, Progressive Change (GAS 2013) (PDF)

Kendra M. L. Cooper , The University of Texas, Dallas, U.S.A.
Walt Scacchi , University of California Irvine, U.S.A.
Alf Inge Wang , Norwegian University of Science and Technology, Trondheim, Norway
pp. iii

Applying software product lines to multiplatform video games (Abstract)

Emad Albassam , Department of Computer Science, George Mason University, Fairfax, USA
Hassan Gomaa , Department of Computer Science, George Mason University, Fairfax, USA
pp. 1-7

A DSL for describing the artificial intelligence in real-time video games (Abstract)

Tom Hastjarjanto , Utrecht University, The Netherlands
Johan Jeuring , Utrecht University, The Netherlands
Sean Leather , Utrecht University, The Netherlands
pp. 8-14

Towards model checking of computer games with Java PathFinder (Abstract)

Nastaran Shafiei , DisCoVeri Group, Department of Computer Science and Engineering, York University, 4700 Keele Street, Toronto, M3J 1P3, Canada
Franck van Breugel , DisCoVeri Group, Department of Computer Science and Engineering, York University, 4700 Keele Street, Toronto, M3J 1P3, Canada
pp. 15-21

User requirements for gamifying sports software (Abstract)

Konstantinos Giannakis , Department of Informatics, Ionian University, Corfu, 49100, Greece
Konstantinos Chorianopoulos , Department of Informatics, Ionian University, Corfu, 49100, Greece
Letizia Jaccheri , Department of Computer and Information Science, Norwegian University of Science and Technology, Trondheim, 7491, Norway
pp. 22-26

Game design as a game (Abstract)

Robert H. Thompson , Dept. of Computer Science and Engineering, University of Washington, Seattle, 98195, U.S.A.
Steven L. Tanimoto , Dept. of Computer Science and Engineering, University of Washington, Seattle, 98195, U.S.A.
pp. 27-31

Goal-oriented requirements analysis and an extended design pattern using scala for artificial intelligence programming contests (Abstract)

Kazunori Sakamoto , Dept. Computer Science and Engineering, Waseda University, Tokyo, Japan
Hiroaki Hosono , Dept. Information Science, Tokyo Institute of Technology, Japan
Seiji Sato , Dept. Computer Science and Engineering, Waseda University, Tokyo, Japan
Hironori Washizaki , Dept. Computer Science and Engineering, Waseda University, Tokyo, Japan
Yoshiaki Fukazawa , Dept. Computer Science and Engineering, Waseda University, Tokyo, Japan
pp. 32-35

Educational software engineering: Where software engineering, education, and gaming meet (Abstract)

Tao Xie , Department of Computer Science, North Carolina State University, Raleigh, USA
Nikolai Tillmann , Microsoft Research, One Microsoft Way, Redmond, WA, USA
Jonathan de Halleux , Microsoft Research, One Microsoft Way, Redmond, WA, USA
pp. 36-39

Distributed DeepThought: Synchronising complex network multi-player games in a scalable and flexible manner (Abstract)

Karsten Pedersen , School of Design, Engineering and Computing, Bournemouth University, Poole, UK
Christos Gatzidis , School of Design, Engineering and Computing, Bournemouth University, Poole, UK
Barry Northern , 4T2 Multimedia, Bournemouth, UK
pp. 40-43

Comparative API complexity analysis of two platforms for networked multiplayer games using a reference game (Abstract)

Toni Alatalo , Department of Computer Science and Engineering, University of Oulu, Finland
Erno Kuusela , Department of Computer Science and Engineering, University of Oulu, Finland
Rauli Puupera , Department of Computer Science and Engineering, University of Oulu, Finland
Timo Ojala , Department of Computer Science and Engineering, University of Oulu, Finland
pp. 44-50
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