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Crafting game-models using reactive system design

Published:03 November 2008Publication History

ABSTRACT

This paper presents a game-model of a gym training system, where the behavior of the system is specified using languages developed originally for reactive system design, which drive a game engine. The approach makes it possible to describe behaviors of different parts of the system using different reactive system design languages and tools. It thus provides a framework for integrating the model behavior to obtain an executable game-model of the entire system. Among the advantages of this approach is the ability to use existing analysis tools to understand the game behavior at design time and run time, the ability to easily modify the behavior, and the use of visual languages to allow various stakeholders to be involved in early stages of building the game. Finally, we suggest integrating future games and game design methods into the emerging field of biological modeling, to which reactive system design has recently been successfully applied.

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              cover image ACM Other conferences
              Future Play '08: Proceedings of the 2008 Conference on Future Play: Research, Play, Share
              November 2008
              297 pages
              ISBN:9781605582184
              DOI:10.1145/1496984

              Copyright © 2008 ACM

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              Publication History

              • Published: 3 November 2008

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