dc.contributor.author | Hoordad, Kevin | |
dc.contributor.author | Petrov, Simeon | |
dc.date.accessioned | 2019-11-12T12:54:52Z | |
dc.date.available | 2019-11-12T12:54:52Z | |
dc.date.issued | 2019-11-12 | |
dc.identifier.uri | http://hdl.handle.net/2077/62451 | |
dc.description.abstract | Within the game development industry, requirements
engineering (RE) is applied and used for finding out and
setting requirements during the mid to late stages of the software
development cycle. Yet, early requirements engineering (ERE)
which is used during the early stages of the software development
cycle has not been adopted by the game development industry.
The argument being that ERE within video game development is
time consuming and contradicting towards how games should be
developed. This thesis is an attempt to design an artifact in the
form of a design science research which would be used to help
game development companies establish ERE in order to define
the vision of the game being developed, along with having and
sharing a clear | sv |
dc.language.iso | eng | sv |
dc.subject | Requirements engineering | sv |
dc.subject | arly requirements engineering | sv |
dc.subject | game development | sv |
dc.subject | artifact | sv |
dc.subject | design science | sv |
dc.subject | vision | sv |
dc.title | Early Requirements Engineering Practices for Gaming Companies | sv |
dc.type | text | |
dc.setspec.uppsok | Technology | |
dc.type.uppsok | M2 | |
dc.contributor.department | Göteborgs universitet/Institutionen för data- och informationsteknik | swe |
dc.contributor.department | University of Gothenburg/Department of Computer Science and Engineering | eng |
dc.type.degree | Student essay | |