SERIOUS GAME DEVELOPMENT BY DISTRIBUTED TEAMS - A Case Study Based on the EU Project PRIME

Manuel Oliveira, Heiko Duin

Abstract

This paper describes as a case study the first 12 months of a 2 year project developing a serious game targeted at a number of industrial sectors: aeronautical, automotive, civil construction, software and electronics. The paper presents the devised methodology to address the problems that emerged, mostly associated to the inherent barriers of managing a distributed team with equal participatory roles and responsibilities in the creative process of developing a serious game. Some of the lessons learnt are shared with the reader.

References

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Paper Citation


in Harvard Style

Oliveira M. and Duin H. (2007). SERIOUS GAME DEVELOPMENT BY DISTRIBUTED TEAMS - A Case Study Based on the EU Project PRIME . In Proceedings of the Third International Conference on Web Information Systems and Technologies - Volume 3: WEBIST, ISBN 978-972-8865-79-5, pages 296-303. DOI: 10.5220/0001272802960303


in Bibtex Style

@conference{webist07,
author={Manuel Oliveira and Heiko Duin},
title={SERIOUS GAME DEVELOPMENT BY DISTRIBUTED TEAMS - A Case Study Based on the EU Project PRIME},
booktitle={Proceedings of the Third International Conference on Web Information Systems and Technologies - Volume 3: WEBIST,},
year={2007},
pages={296-303},
publisher={SciTePress},
organization={INSTICC},
doi={10.5220/0001272802960303},
isbn={978-972-8865-79-5},
}


in EndNote Style

TY - CONF
JO - Proceedings of the Third International Conference on Web Information Systems and Technologies - Volume 3: WEBIST,
TI - SERIOUS GAME DEVELOPMENT BY DISTRIBUTED TEAMS - A Case Study Based on the EU Project PRIME
SN - 978-972-8865-79-5
AU - Oliveira M.
AU - Duin H.
PY - 2007
SP - 296
EP - 303
DO - 10.5220/0001272802960303