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Table of Content:

Research Review


Emergency

@Mateusz Stopczański

Analysing emergency from various academic fields like:

Singular definitions of the emergency have been drafted:

<aside> 📘 Emergency @Mateusz Stopczański

Behaviour which arises from the communication between systems in the architecture. It leads to the outcome where the value of the interaction between two or more systems is more significant than the sum of the inputs of those systems. It becomes visible depending on the architecture's overall complexity and the number of systems present. In games, it allows designers to create an experience that can be easily replayed and offer a huge interaction horizon. (Salen K., Zimmerman E., 2004), (Shannon, C. E., Weaver, W., 1949), (Johnson S, 2002)

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Where systems is defined as:

<aside> 📘 Game System @Mateusz Stopczański

Set of rules and mechanisms that govern the play of a game. In the case of video games, they simulate abstract parts of software in the form of interactable objects populating the game environment. Moreover, systems are self-governed and include rules usually hidden from players. Therefore, the system's complexity correlates with the complexity of the features it represents. Systems build both architecture of the game and superior functionality. Usually, their relationship is represented in a tree-like conceptual model showcasing their dependencies, input in other words, and product, which can be called output. (Salen K., Zimmerman E., 2004), (Littlejohn S. W., Foss K. A., 2010) (Campbell J., 1982)

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Considering previous definitions, any game elements have been designed to impact elements with which it communicates quickly. This behaviour can be easily observed in every original mechanic and has been achieved by an iterative process of designing, testing, observing and adjusting and by applying the Spiral Software Development Model.

<aside> 📘 Spiral Software Development Model @Mateusz Stopczański

It is a model of a risk-driven strategy of planning and executing software production. The Spiral Development model focus on ensuring that technical, artistic and usability requirements are met, taking into consideration production cost and organisation dynamic. It ensures that at the end of each cycle, the organisation have part of the project ready to present to users or investors.

Moreover, it complements agile methodology as it suggests that developers work in short “spirals” during each team focus on developing elements of the stack and working on smaller vertical slices of the final product.

Four steps characterise it:

The spiral model is particularly useful in a large project with high risk associated. It allows a team to track changes easily and ensure that the initial idea remains connected with the product at each stage of its lifetime. (Boehm B.,1986)

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During this process, the team tried to test with a broad range of users to ensure an unbiased and fair representation of the target group.