SERIOUS GAME DEVELOPMENT BY DISTRIBUTED TEAMS
A Case Study Based on the EU Project PRIME
Manuel Oliveira
Alfamicro, Alameda da Guia, N.192A, 2750 Cascais, Portugal
Heiko Duin
BIBA-IKAP, Hochschulring 20, D-28359 Bremen, Germany
Keywords: Distributed brainstorming, conceptual design, serious games, distributed teams.
Abstract: This paper describes as a case study the first 12 months of a 2 year project developing a serious game tar-
geted at a number of industrial sectors: aeronautical, automotive, civil construction, software and electron-
ics. 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.
1 INTRODUCTION
The process of creating ideas within a group of peo-
ple requires good communication to achieve any
form of successful outcome. Such a process always
benefits from a group setting (Gouran and Hiro-
kawa, 1996).
The initial basic principles proposed by (Os-
borne, 1957) to structure the process of creativity
within a group setting, consisted of deferring
judgement whilst instigating quantity, thereby pro-
ducing quality. However, research has demonstrated
the fallacy of this traditional perspective and in fact
nominal groups (pooling the ideas of individuals that
brainstorm on their own) are more productive than
face-to-face groups (Gallupe et al, 1992; Paulus et
al, 1995). According to (Diehl and Stroebe, 1987),
communication is the culprit behind the ineffective-
ness of face-to-face meetings when compared to
nominal groups. The communication problems are
exacerbated when considering groups of participants
that are geographically distributed and rely on
technology to create pseudo face-to-face meetings
within a virtual space. Independently of the
technological advances that have transformed the
globe into a digital village, the creation process
within a team of geographically distributed
individuals continues to present hard challenges to
overcome.
This paper presents a case study of a distributed
team involved in the highly creative process of
developing a serious game targeted at organizations
from differing industrial sectors. The focus is on the
adopted process and the lessons learnt after 12
months of progress. A review of progress after six
months is given in (Oliveira et al 2006b). The
development process adopted in PRIME is based on
a spiral approach using principles from the Agile
Programming community, but focused on the end-
user from conception to final deployment.
2 THE CASE STUDY
2.1 The Project
The case study presented in this paper is based in the
European project PRIME (Providing Real Integra-
tion in Multi-disciplinary Environments). The main
objective of the PRIME project is to give business
professionals a learning environment where they can
experiment with new ideas and learn how to handle
the entire life cycle of products/processes. PRIME
proposes to achieve this by enhancing current work
environments with a new paradigm based on serious
gaming (Annetta et al, 2006).
296
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 - Society, e-Business and e-Government /
e-Learning, pages 296-303
DOI: 10.5220/0001272802960303
Copyright
c
SciTePress
Serious games are digital games used as a per-
suasion or educational technology. They can be
similar to educational games, but are primarily in-
tended for an audience outside of primary or secon-
dary education. Serious games might be of any genre
and many of them represent a kind of edutainment
applications. A serious game could be a simulation
which has the look and feel of a game, but corre-
sponds to non-game events or processes, such as
business or military operations (e.g. America’s Army
or Tactical Iraqi (Squire, 2005)).
In PRIME, the adoption of serious game ap-
proach allows the user to learn by experience within
a Virtual Business Environment (VBE) that is safe
and foments risk taking without detrimental impact
on business. The context is based on strategic man-
agement, including multi-stakeholder negotiation
and business connectivity, with a strong focus on
manufacturing.
The VBE is composed of several systems
defining its economic fabric: capital markets,
population, governments, logistic support, labour
markets, business-to-consumer, consumer
associations, labour unions, etc. Within this rich
environment, the business professional assumes the
role of a Business Unit (BU), which may correspond
to either a single site or multiple sites. The
management breakdown of a BU is based on eight
functional units: Production, Product Development,
Sales, Human Resources, Strategic Marketing,
Distribution, Finance and Information Systems.
Associated to each functional unit is a set of
operation processes that are based on an input-
transformation-output model.
The business professional, as a human player,
makes strategic decisions based on information
available through the BU and the VBE. However,
the decisions themselves are not implemented by the
PRIME Serious Game, although the interface and
game mechanisms may facilitate the decision
processes (Kracke et al, 2006). The same is not true
of the artificial stakeholders, who share similar
decision processes, but are required to have them
implemented as a decision engine supported by a
knowledge rule based database. A more detailed
description of the PRIME project is given in
(Oliveira et al 2006a).
2.2 The Stakeholders
The project has a developer team of seven partners
(Alfamicro, BIBA, CIST-Sofia, EPFL, Intrapoint,
MIP and Sintef), who are geographically distributed
across Europe accompanied by six end-user partners
from different business sectors (CRF, IAI, Intracom,
KESZ, LEGO and Siemens). The diversity of the
end-user organizations from different industrial sec-
tors raises additional challenges to the development
process.
The need for a geographically distributed team exists
from the onset of the project, as evidenced by map
illustrated in Table 1. Achieving a cohesive
multidisciplinary team with the ability of working
together irrespective of the cultural differences,
work practices, and geographic distribution across 3
different time zones, proved to be a challenge in
process engineering and not coupled to technology.
Table 1: Stakeholders in PRIME.
Short-
name
Longname Country Role
Alfamicro Alfamicro Portugal Devel-
oper
BIBA Bremen Institute of
Industrial Engineer-
ing and Applied
Work Science
Germany Devel-
oper
CIST Center of Informa-
tion Society Tech-
nologies, University
of Sofia
Bulgaria Devel-
oper
CRF Fiat Research Cen-
tre
Italy End-
User
EPFL Swiss Federal Insti-
tute of Technology
Switzerland Devel-
oper
IAI Isreal Aircraft In-
dustries
Israel End-
User
Intracom Intracom Greece End-
User
Intrapoint Intrapoint Norway Devel-
oper
KESZ Central European
Building and Con-
struction ltd.
Hungary End-
User
LEGO Lego Company Denmark End-
User
MIP Business School of
Politecnico di Mi-
lano
Italy Devel-
oper
Siemens Siemens Austria Austria End-
User
Sintef Sintef Research
Institute
Norway Devel-
oper
3 GAME DEVELOPMENT
The process of software development is permeated
with creativity (Glass, 1995), and in the case of
game development a clear example is embodied in
the dynamic evolution of a game design document,
which final version corresponds to the synergy of all
SERIOUS GAME DEVELOPMENT BY DISTRIBUTED TEAMS - A Case Study Based on the EU Project PRIME
297
the different stakeholders involved in the develop-
ment process.
The production of games has evolved
significantly since the “garage” period when two or
three friends would develop a game by doing all the
implementation, game design and content with no
schedule and minimal budget. Nowadays, a game is
usually produced by a multi-disciplinary team of
about twenty people or more, with the technical
developers being a small core of a few people and
the remainder of the team being responsible for
content creation and game design. The production
cycle usually involves 2 to 2.5 years of desperate
development effort chasing ever-shifting deadlines
and overcoming problems whilst simultaneously
trying to keep to the target release date. The cost
involved in maintaining such a large team for an
extended amount of time requires an investment
budget of a few million Euro. As a result, one
verifies in the evidence in many postmortems
(Gamasutra, 2006) that it is quite common for
projects to exceed the initial budget and overextend
the initial time allotted for completion. In many
cases, critical problems may be traced to the
challenges of managing the creative process of all
facets of game development.
Although similar to one another, the develop-
ment of a serious game diverges in many ways from
that of a traditional game. In the case of a traditional
game, the development process is driven by the
vision of a group of people that expect and plan the
result to be successful, with a sufficiently high level
of market success to justify the development costs.
On the other hand, with a serious game, the
development process is driven by the user
requirements of a well-defined set of users that will
and intend to use the resulting serious game. The
addition of requirements engineering requires more
creativity (Robertson, 2002), which according to
some (Nguyen et al, 2000), adds additional
complexity that ultimately may compromise the
success of the project.
The gaming industry is fully aware of the high
risk associated to game development, both
traditional genre and serious game. Therefore
attempts have been made to improve the
development methodology by addressing the
challenges raised. A first approach has been to adopt
well structured frameworks and methodologies from
software engineering community and streamline the
development process. There are numerous different
development methodologies (Wiering, 1998) to
choose from, but none is able to guarantee the
success of a project. This supports the claim “silver
bullets” do not exist (Brooks, 1987) to solve the
nightmares associated to the software process of
complex systems. It is widely accepted that software
engineering implies more than sophisticated
techniques (e.g. (McConnell, 1998)), which is the
only way to tackle the complexity of large scale
systems that are inherently multi-disciplinary
(Grimson and Kugler, 2000).
As a result, there is a growing trend is search
alternate development methodologies with some
games adopting principles from the agile software
development community (Beck et al, 2006). Such
methods promote a light-weight software process
based on iterative short cycles where software
engineering is deeply ingrained throughout. The lean
development philosophy is achieved by reducing the
requirement of supporting documentation and
relying on best practices to ultimately increase the
productivity. However, an analysis (Turk et al,
2002) of the foundational principles, along with the
necessary assumptions made about the software
process, reveals that there continues to be no such
thing as “silver bullets”. In addition, the existing
agile methods still require some maturity in order to
address their limitations (Abrahamson et al, 2003),
namely the disregard to generalization to address the
issues of reusability and lack of practical guidance
with respect to applicability.
One of the most popular and predominant agile
methods is eXtreme Programming (XP) (Beck,
2000), which proposes twelve practices to replace
the traditional development methodologies of the
software process. Although the XP methodology is
implementation oriented with much diminished
emphasis on analysis and design, a small trial study
(Wood and Kleb, 2002) demonstrated the
effectiveness of the method in the research arena
where the software process is exploratory with an
associated high degree of uncertainty to the problem
domain.
The High Moon Studios, responsible for games
such as Dark Watch, have been using SCRUM
(Controlchaos, 2006) for project management with
agile principles and XP for the actual development
(Keith, 2006). Both agile methodologies have been
adapted to fit the nature of the teams involved in the
game production. However, none of the
methodologies support geographically distributed
teams and although the risks of game development
are mitigated, the underlying problems persist to
plague the projects.
WEBIST 2007 - International Conference on Web Information Systems and Technologies
298
4 DEVELOPMENT
METHODOLOGY IN PRIME
The potential pitfalls associated to game develop-
ment were known from the onset of the project, and
it was recognised the need for an iterative develop-
ment approach that supported both the exploratory
nature necessary in research and a high level of task
parallelization. In addition, the PRIME project is
obligated to develop a serious game that addresses
the needs of 6 end-user companies. This has proven
to be an additional challenge as the gaming aware-
ness within the corporate knowledge was very low
or even non-existent, which led to a high uncertainty
concerning the user requirements (Baalsrud Hauge
et al, 2006).
4.1 Overview
The uncertainty of the problem domain entailed the
adoption of a development approach that was based
on an iterative methodology. However, the classic
relevant development models, such as exploratory or
spiral, were not sufficiently adequate for PRIME,
neither did the methods ensure the successful com-
pletion of the entire project within 24 months.
A schematic representation of the PRIME
development methodology is depicted in Figure 1,
illustrating the iterative approach by the spiral
process (coloured in light green) with four major
milestones coinciding with the major releases of the
PRIME software. The first milestone at month 6
corresponds to a cardboard prototype of PRIME; the
second milestone corresponds to the release of the
alpha version of PRIME at month 12, coupled with
the testing and integration methodologies; the third
milestone is the beta release of the PRIME software
coupled with the PRIME-Time methodologies and
evaluation framework; and finally at month 24, the
final major version of the PRIME software is
released along with the result analysis of the
evaluation process.
Although the milestones are pre-determined, the
spiral process implies that the development is
dynamic, meaning that the nature of PRIME
software adapts to the needs of the six end-users and
what is identified by the consortium to be effective
generalisations to support strategic decisions in the
context of global manufacturing. This approach
implies that the involvement of the end-users from
the start of the project in truly a user-centred
approach.
Unlike the classic spiral development
methodology, PRIME does not have iterative stages
of specifications, design, prototype and evaluation.
A more agile approach is taken with the following
four deeply ingrained principles:
People and communication over processes and
management tools;
Figure 1: PRIME development methodology (Oliveira, 2006 b).
SERIOUS GAME DEVELOPMENT BY DISTRIBUTED TEAMS - A Case Study Based on the EU Project PRIME
299
Working documents and visual artefacts
(prototypes, storyboards, images, animations)
over comprehensive documentation;
End-user collaboration over frozen functionality;
Response to change over established plan.
In addition, the development activities are
aggregated into five well-defined strands that
operate in parallel:
Vision. The aim of the Vision strand is to
convey a consolidated view of the project
outcome within the consortium, which is
essential in managing the user expectations and
to provide a common understanding amongst the
development team of developers, who are
geographically distributed and working in
parallel. The vision will continue to evolve as the
user centred approach integrates the feedback
from the end-users. This strand was initiated 4
months in advance from the official start date of
the project.
PRIME-Time. The PRIME-Time strand
encompasses all the methodologies aimed at the
creation of new work environments based on the
usage of PRIME integrated into current work
environments, in both the Industrial or Academic
environments. There are nine key concepts that
are part of PRIME-Time: Player (knowledge
worker), training, evaluation, time, place, award,
motivation, monitoring and management.
Design. The Design strand corresponds to the
activities that shape and mould the game design
of the PRIME serious game, defining the game
play and the game mechanics, along with the
underlying simulation model. The strand takes
into account the feedback from the end-users and
the concerns related to the integration of
PRIME-Time into real work environments.
Code. This strand corresponds to many of the
traditional implementation activities, namely the
user requirements, technical specifications and
the actual implementation.
Evaluation. The Evaluation strand covers both
the testing of the output of the development and
the validation of the initial hypothesis that
managers will gain experience within a virtual
environment that allows soft-failure.
All the strands operate in parallel, with informa-
tion flowing between them, thus influencing the fi-
nal output in terms of the PRIME software and
PRIME-Time methodologies.
4.2 Developer-End-User Partnerships
To facilitate the development process, developer-
end-user partnerships were established according to
Table 2. Each one of the developers acquired de-
tailed knowledge of their end-user during the solici-
tation and elaboration of the user requirements by
means of close collaboration. This deep synergy,
which was established in the initial phase of the pro-
ject, allows a developer to champion the interests of
the corresponding end-user whilst absent from the
developer meetings and technical brainstorming ses-
sions.
Table 2: Developer-end-user partnerships in PRIME.
End-User Developer
CRF MIP
IAI BIBA and Alfamicro
Intracom EPFL
KESZ Alfamicro
LEGO Sintef
Siemens BIBA
It was quickly identified that the lack of gaming
culture, or awareness of what a serious game was,
would add to the development challenges. There-
fore, the consortium as a whole and by means of the
developer/end-user partnerships worked to create the
game culture within the consortium, which included
the realisation of internal workshops presenting ex-
amples of serious games and holding discussions on
broad user scenarios. Although 6 partners of the con-
sortium are characterised as end-users, some of the
developers themselves are also end-users. Alfamicro
will be using PRIME as a consultancy tool, whilst
BIBA, EPFL, MIP, Sintef and Sofia will be using
PRIME as an education tool. This promoted owner-
ship and interest in the usage of the PRIME results
by all the partners within the consortium.
The developer/end-user relationships will remain
in place throughout the duration of the PRIME pro-
ject. Each pair developer/end-user holds virtual and
face-to-face meetings to carry out the necessary
work.
4.3 Working Groups
During the first twelve months of the project, there
has been one kick-off meeting (September 2005 on
Madeira Island) and three project meetings (Novem-
WEBIST 2007 - International Conference on Web Information Systems and Technologies
300
ber 2005 in Vienna, March 2006 in Budapest and
June 2006 in Athens). The project meeting in Buda-
pest coincided with the six month milestone and the
“cardboard” demonstrator was presented to the end-
users. With just four project meetings, all the devel-
opment activities have been done together by means
of a collaborative platform and a dynamic flexible
management methodology to effectively support
creativity within a virtualised space.
With seven geographically distributed developer
partners, it was necessary to effectively coordinate
all the developers involved, which exceeded 25 in-
dividuals with differing cultural backgrounds. At the
first instance, coordination was based on a classic
management hierarchical structure with virtual meet-
ings between workpackage leaders and the corre-
sponding task leaders. The workpackage leaders
would in turn have a meeting with the Operation
Manager. Only the individuals responsible for active
tasks and workpackages needed to participate in the
meetings. This structural organization was in opera-
tion until the second project meeting (Vienna – No-
vember 2005) where it was acknowledged that there
were delays in the project. The major culprit was the
inherent “waterfall” mentality affecting most of the
developers, whom recognised the spiral process of
the PRIME development methodology, but remained
adamant about sequential task execution. It was evi-
dent that an alternative approach was necessary. In
addition, the digital platform put in place to support
electronic brainstorming was only used by a few
individuals.
The adopted solution was to set up Working
Groups (WGs), which would have a dynamic life
cycle, being created to address a particular need and
lasting until their purpose had been achieved. These
WGs consisted of small number of developers,
where each individual would be representative of
their own local team. Consequently, the number of
participants would not exceed five at the most, but
the development team consisted on average of 25
individuals from seven different organizations. On
occasion, some additional individuals would partici-
pate to a particular WG meeting, but solely as ob-
servers.
The initial two WGs were focused on the game
object model and the system object model respec-
tively. Other WGs were created, dissolved and
merged, with the current WGs consisting of (in pa-
renthesis are identified the participating partners
with the WG leaders in bold):
Game Design WG (Alfamicro, BIBA, MIP,
Intrapoint and Sintef). This working group is the
result of the merging of the Game Object Model
and Gamer WG. Their responsibility is to
maintain and validate the Game Object Model,
the game play and the corresponding game
design. The active members of the WG are all
individuals who are considered gamers, thus
with experience in either playing extensively
games during their growing up or developing
games.
System Design WG (Alfamicro, BIBA and
Intrapoint). This working group evolved from
the System Object Model group. The group is
responsible for the maintenance of the technical
specifications and overseeing the
implementation of the PRIME server, client and
middleware. However, the WG is driven by the
outputs of the Game Design WG.
Simulation Model WG (Alfamicro, BIBA, EPFL
and Intrapoint). This working group is relatively
new and emerged form the System Design WG
to address all issues concerning the hierarchical
simulation model that supports the Virtual
Business Environment.
Toolset and Artificial Stakeholders WG
(Alfamicro, BIBA and Sofia). This working
group tackles the orthogonal development
activities to the PRIME server and client, namely
the PRIME Toolset and the Artificial
Stakeholders.
PRIME-Time WG (Alfamicro, EPFL and MIP).
This working group focuses in developing the
PRIME-Time model, identifying barriers and
developing effective adoption methodologies.
Initially there would be on average 4-6 virtual
meetings throughout a month. With the WGs, the
number of meetings increased to an average of eight
meetings a week, with some groups having more
than two meetings a week. The aim of a WG meet-
ing would be to brainstorm using supporting work-
ing documents and the existence of clear objectives
would keep the duration to less than two hours.
Once the WG concept was implemented, it fomented
the realization of additional bi-lateral meetings,
which would be more brainstorming intensive and
exceed the duration of two hours threshold.
Although each WG had a group leader, the over-
all coordination of all WG was done by someone
who assumed the role of Producer. This person be-
came responsible for driving all the development
activities and being actively involved in all the
working groups. The Producer would in turn liaise
with the Operation Manager and together, they
would identify risks and develop contingency plans
that were discussed with the Quality Risk Manager.
SERIOUS GAME DEVELOPMENT BY DISTRIBUTED TEAMS - A Case Study Based on the EU Project PRIME
301
All the supporting documentation and working
documents generated by the WG would be available
in an online document management system for easy
access by all.
4.4 Development Status Overview
The PRIME vision has been developed and matured,
providing the framework for all development activi-
ties. In addition to the development milestones,
many more activities produced results, ranging from
surveys to the PRIME portal.
At month 6 (end of month February 2006), the
release of a cardboard prototype of the PRIME client
coupled with a storyboard describing the context of
the human player interaction with the VBE. This
prototype was limited in functionality, but allowed
the end-users to interact with the demonstrator and
sign-off their approval.
In addition to the demonstrator, a Game Object
Model with 200 game entities was developed, along
with the game play encompassing the various strate-
gic decisions that a manager of a Business Unit will
take. The game design itself has gone through 3 ma-
jor iterations, taking into account the expectations
and gaming background of the end-users.
The PRIME-Time concept has been developed
and matured, thus providing a framework for the
integration of PRIME in existing work environments
and the evaluation activities.
At month 12 (end of August 2006), the imple-
mentation of the alpha version has progressed. The
feedback of the end-user organizations on the proto-
types has enriched the features and contributed to an
increase in the complexity of the problem domain.
This has led to rescheduling and reprioritization of
tasks to accommodate the minor delay introduced.
5 CONCLUSIONS
In PRIME, it was observed that technology alone is
not sufficient to enable a process, namely formula-
tion, discussion and refinement of ideas. However, it
is not sufficient either to enforce a singular method-
ology since the process is dependent on a multidis-
ciplinary team of individuals, each with their own
cognitive mental models that most likely differ from
one another. Another two important factors are the
geographic dispersion of the team and the different
contexts associated to a task. The project began with
a strict hierarchical managerial approach to the work
supported by collaborative tools, namely electronic
support for brainstorming. During the third month of
the project, it became obvious that delay was in-
curred and it was necessary to adopt an alternative
approach or risking non-completion of the project
within the designated time with the allocated re-
sources.
In the case of the PRIME team, it was necessary
to adopt a flexible project management process that
evolved according to the needs as dictated by the
circumstances. At the heart of the process was the
producer with a hands-on approach, who supports
the operational manager of the project. Although
during the first twelve months, the producer central-
ized the information flow, this has gradually
changed as the work shifts more into implementation
and the creative entropy wanes.
The producer is responsible for the coordination
of dynamic working groups, which would be re-
sponsible for a single or set of tasks for a given time
period. In addition to the working groups, there were
the end-user/developer partnerships to ensure a user
centred development approach. This pairing of part-
ners proved particularly successful with the phase of
requirement engineering, where it was very impor-
tant to guide end-users through user requirement
analysis and to inform them at an early stage of the
advantages and limitation of the simulation underly-
ing the game.
The sharing of information was done via the col-
laborative platform, which adopted principles of
agile programming community, promoting clear
communication based on working documents and
visual artefacts.
The success of the methodology has allowed the
project to recuperate the initial delay and accommo-
date the emerging problems within the development
process and the PRIME functionality. The developer
partners have initiated the adoption of the methodol-
ogy into other of their projects, in particular during
the phases where creativity is predominant and the
team is geographically distributed.
The PRIME methodology has a wider applicabil-
ity, as in the case of the designing and creating the
manufacturing processes of a new product, namely
involving the use of plastic moulds and special tool-
ing. The design and engineering of a new product
strongly benefits from a closer contact between
product designers, tool makers and product manu-
facturers. However, further research is necessary to
evaluate the effectiveness of the PRIME develop-
ment methodology in a broader case.
WEBIST 2007 - International Conference on Web Information Systems and Technologies
302
ACKNOWLEDGEMENTS
The authors thank the respective project partners, as
well as the European Commission for all scientific,
organisational and financial support. The PRIME
project is partially funded under contract number
FP6-016542 within the Sixth Framework Program-
me, Priority IST/NMP.
REFERENCES
Abrahamsson, P., Warsta, J., Siponen, M., Ronkainen, J.,
2003. New Directions on Agile Methods: A Compara-
tive Analysis. IEEE Proc. International Conference on
Software Engineering. Portland.
Annetta, L. A. et al, 2006. Serious Gaming: Incorporating
Video Games in the Classroom. Educause Quarterly.
Number 3, 2006.
Baalsrud Hauge, J., Duin, H., Oliveira, M., Thoben, K.-D.,
2006. User Requirements Analysis for Educational
Games in Manufacturing. In: Proceedings of the 12th
International Conference on Concurrent Enterprising:
Innovative Products and Services through Collabora-
tive Networks (ICE 2006). 26-28 June 2006, Milano,
Italy.
Beck, K. et al, 2006. Manifesto for Agile Software Devel-
opment. www.agilemanifesto.org, last accessed April
2006.
Beck, K., 2000. Extreme Programming Explained: Em-
brace Change. Addison Wesley.
Brooks, F., 1987. No Silver Bullet: Essence and Accidents
of Software Engineering. Computer, Vol.20, N. 4.
Controlchaos, 2006. www.controlchaos.com. last accessed
April 2006
Diehl, M., Stroebe, W., 1987. Productivity loss in brain-
storming groups: Toward the solution of a riddle.
Journal of Personality and Social Psychology, Vol.
53.
Gamasutra, 2006. www.gamasutra.com. Last accessed in
April 2006.
Gallupe, R., Dennis, A., Cooper, W., Valacich, J., Bas-
tianutti, L., Nunamaker, J., 1992. Electronic Brain-
storming and Group Size. Academy of Management
Journal, Vol. 35.
Gouran, D., Hirokawa, R., 1996. Functional theory and
communication in decision-making and problem-
solving groups: An expanded view. In: R. Hirokawa
and M. Poole (Eds.): Communication and group deci-
sion making. Thousand Oaks, CA, 2nd Edition.
Grimson, J., Kugler, H., 2000. Software Needs Engineer-
ing – a Position Paper. Proceeding of ICSE, Limrick.
Glass, R., 1995. Software Creativity. Prentice Hall,
Englewood Cliffs, NJ.
Kracke, R., Baalsrud Hauge, J., Duin, H., Thoben, K.-D.,
2006. Training of Strategic Decisions in Collaborative
Networks through Serious Games. In Camarinha-
Matos, L. M., Afsarmanesh, H., Ollus, M. (Eds.):
Network-Centric Collaboration and Supporting
Frameworks. IFIP TC5 WG 5.5 Seventh IFIP Working
Conference on Virtual Enterprises, 25-27 September
2006, Helsinki, Finland. Springer.
Keith, C., 2006. Agile Methodology in Game Develop-
ment: Year 3. Proc. Computer Games Developer Con-
ference. San Jose.
McConnell, S., 1998. The Art, Science, and Engineering
of Software Development. IEEE Software. Jan/Feb.
Nguyen, L., Carroll, J., Swatman, P., 2000. Supporting
and monitoring the creativity of IS personnel during
the requirements engineering process. In: Proc. of
33rd Hawaii International Conference on System Sci-
ences (HICSS-33). Maui.
Oliveira, M., Andersen, B., Oliveira, A., Rolstadas, A.,
2006a. Using Serious Games to Improve European
Competitiveness. In: Cunningham, P., Cunningham,
M. ,(eds) 2000. Exploiting the Knowledge Economy:
Issues, Applications and Case Studies. IOS Press.
Oliveira, M., Andersen, B., Oliveira, A., Rolstadas, A.,
2006b. A Case Study of Applying Agile Principles to
Build a Serious Game in Strategic Manufactuirng. In:
Cunningham, P., Cunningham, M. ,(eds) 2000. Ex-
ploiting the Knowledge Economy: Issues, Applications
and Case Studies. IOS Press.
Osborn, A, 1957. Applied Imagination: Principles and
Procedures of Creative Thinking. Scribner, New York.
Paulus, P., Larey, T., Ortega, A., 1995. Performance and
perceptions of brainstormers in an organizational set-
ting. Basic and Applied Social Psychology, Vol. 17.
Robertson, J., 2002. Eureka! Why analysts should invent
requirements. IEEE Software, Vol. 19.
Squire, K., 2005. Game-Based Learninig. An x-Learn
Perspective Paper. Masie Center. E-Learning Consor-
tium.
Turk, D., France, R., Rumpe, B., 2002. Limitations of
Agile Software Processes. Proc. of the Third Interna-
tional Conference on eXtreme Programming and Agile
Processes in Software Engineering. Alghero.
Wiering, R., 1998. A Survey of Structured and Object-
Oriented Software Specification Methods and Tech-
niques, ACM Computing Surveys, Vol. 30, N. 4.
Wood, W., Kleb, W., 2002. Extreme Programming in a
Research Environment. Proc. of the Second XP Uni-
verse and First Agile Universe Conference on eXtreme
Programming and Agile Methods. London.
SERIOUS GAME DEVELOPMENT BY DISTRIBUTED TEAMS - A Case Study Based on the EU Project PRIME
303