Call for Papers

3rd International Workshop on Games and Software Engineering (GAS 2013)


Computer games are rich, complex, and often large-scale software applications. The functionality of networked multi-player games can embody methods and practices from: software engineering; human-computer interaction; language design and interpretation; resource management and scheduling; database management; computer graphics; artificial intelligence; networking, computer-supported cooperative work/play; social media and more. So computer games are a significant, interesting, and often compelling domain for innovative research in software engineering (SE) techniques and technologies. Game researchers and developers, whether focusing on entertainment market opportunities or game-based applications in education, healthcare, finance, defense, or scientific research (i.e., “serious games”), thus share a common interest: how to best engineer game software that can positively, progressively change our everyday world. 


This Workshop seeks contributions from academic researchers and commercial game developers presenting research results (theoretical or applied), experience reports, or case studies on topics related to this year's theme. Topics within these four categories are presented below; additional topics related to game engineering and software engineering are also very welcome:

  1. Game software engineering. Functional versus non-functional requirements; orthogonal game architectures (game software architecture versus game play experience architecture versus game play level design/dataspace architecture); game design versus software design; game development frameworks, game engines and content generation tools; game play-testing and quality assurance; balancing content asset (artwork) design versus game software (technology) functionality design; designing compelling and intrinsically motivating user play experience. 

  2. Games and software engineering education. “Gamification” of SEE courses and curricula through the creation of SE games (single or multiplayer), massively Open Online Courses (MOOCs), massively multiplayer online games (MMOG); games as student projects; design of GSE student competitions.

  3. Leveraging reuse in game software engineering. Game components; game modification (modding) as end-user software engineering; level and play scripting as software extensibility; game product lines and game software evolution; GSE gems and design patterns; user created downloadable content; design for reusable player experiences. 

  4. Scaling issues (technical and social) in game design. Advanced infrastructures for MMOGs; cloud-based games; mini-games for mobile devices; games for multiple platforms (smart-phone, tablet, Web, PC, console); cheat prevention, latency equalization, statistical scoring systems and complex data analytics; interdisciplinary approaches to defining the game play requirements and experimental designs for assessment.