dc.contributor.author | Shabalin, Ilya | |
dc.contributor.author | Kjellman, Oliver | |
dc.date.accessioned | 2019-11-26T08:56:58Z | |
dc.date.available | 2019-11-26T08:56:58Z | |
dc.date.issued | 2019-11-26 | |
dc.identifier.uri | http://hdl.handle.net/2077/62618 | |
dc.description.abstract | Early requirements engineering(ERE), a process of developing ideas and requirements for software has not been widely used in the game development industry. Frameworks, such as iStar aiming at providing help with formulating models for visual representation of requirements might need to evolve to fit the needs of the game development industry. Tools which employ the iStar framework can be evaluated towards the current game development techniques. This thesis answers the research question of what techniques are used for Early Requirements engineering in gaming industry. It attempts to ascertain if current modeling tools are useful and what a goal-modeling tool and framework would need in order to be useful for the gaming industry. | sv |
dc.language.iso | eng | sv |
dc.subject | Early requirements engineering | sv |
dc.subject | game development | sv |
dc.subject | creativity techniques | sv |
dc.subject | Creative Leaf | sv |
dc.title | Evaluating and processing changes for use of an early requirements engineering modelling and creativity tool in the gaming industry | 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 | |