{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2024,10,22]],"date-time":"2024-10-22T23:48:02Z","timestamp":1729640882500,"version":"3.28.0"},"reference-count":29,"publisher":"IEEE","content-domain":{"domain":[],"crossmark-restriction":false},"short-container-title":[],"published-print":{"date-parts":[[2011,8]]},"DOI":"10.1109\/mere.2011.6043942","type":"proceedings-article","created":{"date-parts":[[2011,10,13]],"date-time":"2011-10-13T16:54:37Z","timestamp":1318524877000},"page":"26-33","source":"Crossref","is-referenced-by-count":6,"title":["A report on select research opportunities in requirements engineering for videogame development"],"prefix":"10.1109","author":[{"given":"David","family":"Callele","sequence":"first","affiliation":[]},{"given":"Eric","family":"Neufeld","sequence":"additional","affiliation":[]},{"given":"Kevin","family":"Schneider","sequence":"additional","affiliation":[]}],"member":"263","reference":[{"key":"ref10","first-page":"373","article-title":"Augmenting emotional requirements with emotion markers and emotion prototypes","author":"david","year":"2009","journal-title":"2009 17th IEEE International Requirements Engineering Conference re"},{"key":"ref11","first-page":"1","article-title":"Visualizing emotional requirements","author":"david","year":"2009","journal-title":"Requirements Engineering Visualization (REV) 2009 Fourth International Workshop on"},{"key":"ref12","article-title":"Cognitive gameplay requirements","author":"david","year":"2010","journal-title":"In MERE ‘10 Proceedings of the 5th International Workshop on Multimedia and Enjoyable Requirements Engineering"},{"key":"ref13","article-title":"Introducing experience requirements","author":"david","year":"2010","journal-title":"2010 18th IEEE International Requirements Engineering Conference RE"},{"article-title":"Cheating: Gaining Advantage in Videogames","year":"2007","author":"mia","key":"ref14"},{"article-title":"Chris Crawford on Game Design","year":"2003","author":"chris","key":"ref15"},{"article-title":"POSTMORTEMS from Game Developer","year":"2003","author":"auston","key":"ref16"},{"article-title":"Software Engineering for Game Developers","year":"2004","author":"john","key":"ref17"},{"key":"ref18","first-page":"316","article-title":"Streamlining domain analysis for digital games product lines","author":"andre","year":"2010","journal-title":"Software Product Lines Going beyond Volume 6287 of Lecture Notes in Computer Science"},{"article-title":"Fundamentals of Software Engineering","year":"1991","author":"ghezzi","key":"ref19"},{"article-title":"Game Architecture and Design, A New Edition","year":"2004","author":"andrew","key":"ref28"},{"key":"ref4","first-page":"1","article-title":"Physualization: Going beyond paper proto-typing","author":"david","year":"2010","journal-title":"In MERE ‘10 Proceedings of the 5th International Workshop on Multimedia and Enjoyable Requirements Engineering"},{"key":"ref27","first-page":"208","article-title":"Mapping software engineering principles to stages in game development","volume":"26","author":"lakshmi","year":"2010","journal-title":"J Comput Small Coll"},{"key":"ref3","doi-asserted-by":"crossref","first-page":"28","DOI":"10.1145\/971564.971590","article-title":"Game development: Harder than you think","volume":"1","author":"jonathan","year":"2004","journal-title":"Queue"},{"key":"ref6","first-page":"292","article-title":"Emotional requirements in video games","author":"david","year":"2006","journal-title":"In RE ‘06 Proceedings of the 2006 14th IEEE International Requirements Engineering Conference"},{"article-title":"Film Structure and the Emotion System","year":"2007","author":"smith","key":"ref29"},{"key":"ref5","first-page":"240","article-title":"Requirements engineering and the creative process in the video game industry","author":"david","year":"2005","journal-title":"In RE ‘05 Proceedings of the 2005 13th IEEE International Requirements Engineering Conference"},{"key":"ref8","doi-asserted-by":"crossref","first-page":"43","DOI":"10.1109\/MS.2008.5","article-title":"Emotional Requirements","volume":"25","author":"david","year":"2008","journal-title":"IEEE Software"},{"key":"ref7","first-page":"319","article-title":"Balancing security requirements and emotional requirements in video games","author":"david","year":"2008","journal-title":"2008 16th IEEE International Requirements Engineering Conference re"},{"article-title":"Game Development and Production","year":"2003","author":"eric","key":"ref2"},{"key":"ref9","first-page":"9","article-title":"Requirements in conflict: Player vs. designer vs. cheater","author":"david","year":"2008","journal-title":"In MERE ‘08 Proceedings of the 3rd International Workshop on Multimedia and Enjoyable Requirements Engineering pages 12-21"},{"year":"2004","key":"ref1"},{"key":"ref20","doi-asserted-by":"publisher","DOI":"10.1109\/ITNG.2009.74"},{"article-title":"Ultimate Game Design","year":"2003","author":"tom","key":"ref22"},{"article-title":"A Theory of Fun","year":"2005","author":"raph","key":"ref21"},{"key":"ref24","first-page":"9","article-title":"Is agility out there?: agile practices in game development","author":"fabio","year":"2010","journal-title":"In Proceedings of the 28th ACM International Conference on Design of Communication SIGDOC ‘10"},{"article-title":"The Indie Game Development Survival Guide","year":"2003","author":"david","key":"ref23"},{"key":"ref26","doi-asserted-by":"crossref","first-page":"1","DOI":"10.1145\/1486508.1486521","article-title":"What went wrong?; a survey of problems in game development","volume":"7","author":"f\u00e1bio","year":"2009","journal-title":"Comput Entertain"},{"key":"ref25","first-page":"707","article-title":"Houston, we have a problem.: a survey of actual problems in computer games development","author":"f\u00e1bio","year":"2008","journal-title":"In SAC ‘08 Proceedings of the 2008 ACM symposium on Applied computing"}],"event":{"name":"2011Fourth International Workshop on Multimedia and Enjoyable Requirements Engineering - Beyond Mere Descriptions and with More Fun and Games (MERE)","start":{"date-parts":[[2011,8,30]]},"location":"Trento, Italy","end":{"date-parts":[[2011,8,30]]}},"container-title":["2011 Fourth International Workshop on Multimedia and Enjoyable Requirements Engineering (MERE'11)"],"original-title":[],"link":[{"URL":"http:\/\/xplorestaging.ieee.org\/ielx5\/6035844\/6043939\/06043942.pdf?arnumber=6043942","content-type":"unspecified","content-version":"vor","intended-application":"similarity-checking"}],"deposited":{"date-parts":[[2017,6,20]],"date-time":"2017-06-20T03:55:28Z","timestamp":1497930928000},"score":1,"resource":{"primary":{"URL":"http:\/\/ieeexplore.ieee.org\/document\/6043942\/"}},"subtitle":[],"short-title":[],"issued":{"date-parts":[[2011,8]]},"references-count":29,"URL":"https:\/\/doi.org\/10.1109\/mere.2011.6043942","relation":{},"subject":[],"published":{"date-parts":[[2011,8]]}}}