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Software Engineering for Computer Games

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LITERATURE REVIEW ON
SOFTWARE ENGINEERING FOR COMPUTER GAMES

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Abstract

Games have often been very common in the past period of time, but with the discovery of computer games, they have penetrated. In spite of the third vista to computer games which is verifiable, it pertains to investigating what characteristics those who play such games anticipate from the gaming using the computer. Permit us state the meaning of a computer game as a play which is undertaken with an aid of a computer program. This meaning still leaves behind some flexibility because it does not imply that the whole game happens in the computer. For instance,
Chess may be played on the computer screen and on a true-globe board, heedless to whether the one who objects to the play is a computer application. Huizinga in his classic work defined play as ``an activity which proceeds within certain limits of time and space, in a visible order, according to rules freely accepted, and outside the sphere of necessity or material utility. The play mood is one of rapture and enthusiasm, and is sacred or festive in accordance with the occasion. A feeling of exaltation and tension accompanies the action, mirth and relaxation follow``. A lexicon likewise states the meaning of game as `‘a universal form of recreation generally including any activity engaged in for diversion or amusement and often establishing a situation that involves a contest or rivalry’`. Besides, Elliot Avedon and Brian Sutto according to the encyclopaedia had to say this on the meaning of game, "At its most elementary level then we can define game as an exercise of voluntary control systems in which there is an opposition between forces, confined by a procedure and rules in order to produce a disequilibria outcome."

1. Introduction

Computers began as gadgets for which calculated mathematics, gave solution to logical tasks and ran program to finish a particular task. This after sometimes changed immediately after some
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software industries discovered that these same computers could be used as a tool for entertainment. Computer games commenced coming out in the early nineteen eighty`s. By then, these games were created by varsity students and the games were only run on university powerful computers that were very able to manage many simultaneous tasks. These games were not of the standard of games we often see today. But it was greatest accomplishment looking attentively at the period they were patterned. The push behind the computer games arrived when the personal computers were introduced. Software companies very fast seized grabbed the opportunity to produce games for personal computer owners in large scale. These games once more were not built on intricate structured programming language hence were primitive. They did their work up to a specified level that was of course for entertainment purposes.

The best thing which occurred to computer games was the coming of a Graphical User Interface during 1995. This widened the prospects the hopefulness of the computer games. The GUI that was a matter of fact Windows 95 was so efficacious that come the year of 1998 Microsoft accomplished Windows 98. This was the real commencing of large scale generation of computer games. Microsoft acknowledged myriad games to be operated on their new platform to the pleasure of the software companies who came up with the computer games plus the end users of these games, that is, computer gamers.

After this, it all degenerated and thence computer games were in all locations. Every kind of game anybody can guess that could be played on computers commenced coming out. After the launch of Windows XP, the computer games that begun to come out were of much greater
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standard. The computers by these periods were really appealing when compared with the former versions. The increased demand for improved standard computers was reached. Software firms who designed computer games likewise accepted the challenge and begun developing games that were factually out of the platitude. The gaming cognizant and the pleasure agent were shoved further away than the utmost never reckoned feasible before.

Today, computers plus the platforms that execute in them have stretched a new progression speed and standard. The games readily obtainable now are reminiscent of valid to every computer gamers. The graphic standard, the game fun, resonates and the mental focus to technicality is so elevated that once you try your hand in these games, then you are likely to be addicted for life. There is a continuous flow of these computer games that are touching the stores. Software industries are contending emulously to develop games superior than the other.
All in all, the consequence would be an astounding gaming experience for every computer gamers globally.

Objectives
The main goals of the study were to supervise the state of the art based on the research based on software engineering and computer games. The study was also aimed at discussing future areas concerning the future research. The study is also designed assessing the relationship between the software engineering and computer game. The concept of software engineering linked to the computer game goes hand in hand in the development industry of the computer games. Finally, the study was directed eruption of new technologies based on computer concepts such as software development. Some software linked to computer games have been found to develop rapidly, and this compelled the study of this to ensure elaboration based on this
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software.
Method
To achieve the objectives of the research, the best methodology had to be put in place to minimize time and cost. The standard literature method was found to be the best, and that’s why it was recommended for the study. The four digital libraries used include ACM digital library, IEEE digital library, Science Direct, and Springer link (Atkins 2003). All these helped in systematic research based on software engineering in connection with the development of computer game. The available sources were retrieved from these libraries that helped in comparison of different software aspects (Maidenhead 2006).
Results
The objectives of the study were geared towards getting tangible results. The outcome indicates that software engineering in line with a computer game is a research domain that has grown faster and has spread to every part of the country. The global trend based on software engineering for the computer game has expanded (Harbour 2005). The main research topic has shown to be the requirement engineering and some issues, for instance, the review of the software. Some subjects such as verification of software have proved to be neglected. The study has also revealed that software maintenance over a period has been avoided. Recently there is no clear indication based on the software support and software verification at large (Dovey 2006).
Therefore, the main research topic has proven to be software engineering and other research topics have proven to be computer games (Fierstone 2006). The clear indication of the relationship between computer game and software engineering has been demonstrated to be true
(Brown 1997). The development of more computer games has evolved due to increased technology based on software engineering (Lengyel 2012).
Conclusion
It’s true that the best methodology used gives out the best and systematic results based on the objectives. The outcome of the study clearly brings out the suggestion that software engineering for the computer game is a great area that embraces several methodologies and techniques from a more conventional software engineering and makes them become adapted so that they meet the needed requirements for game development at large (MacAllister 2012).
Moreover, the study elaborately brings out and proposes the implementation of several methods by considering the eruption of new technologies. The study also aims at the implementation of game software engineering research that has not been exhausted to recent. All these proposed applications are very vital because they lead to the development of more elaborate and more technical computer games (Raessens 2005). The ideas from the software engineers incorporate
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these ideas and bring out the development of more advanced computer games software based on the new technological advancements. Software engineering for computers combines several techniques necessary for the development of computer games that are user-friendly. The incorporation of the new systems that have been viewed as the outdated systems results in the development of more program software that are believed to be very fast and cost effective(Ruggil 2011). The implementation of this is what has compelled for the rapid global development of computer games. The eruption of software engineering has brought a greater diversification in the development of computer games at large. Many software companies have also developed with the development of software engineering. Computer games such as soccer grown to be known in every part of the country because of software engineering (Warner 2000).
The result of the study gives a clear indication of this argument.
Introduction
There is no secrecy that exist that online gaming industry has gone through rapid growth recently. By the year 202017, the capacity of the global market is bound to expand more that it is currently. This entire trend has been compelled by the development of software engineering. The three-dimensional application has been identified to be the most modern, and it’s the fastest developing fields by considering the industrial point of view. The gaming industry such as F2P model has been identified to be popular constantly over years (Warner 2000). The idea is being triggered by the concept of free game distribution. The F2P attracts more games that create a room for practicing new trends concerning the application of software. Computer games have been found to be the most popular than any other thing ever since the development of new technologies that deal with software application (Cortellesa 2013). The research indicates that the video game industry revenue became close to $60 billion an amount which is approximately equal to the expenditure on the department of defense in the United States of America.
Moreover, the game industry is very innovative because the software and even the hardware developments are applied to the game even before its being incorporated and adopted some important scientific domain. Games elaborately appear to be attracting many people globally.
The development and creation of computer game are very hard that needs software engineers with outstanding skills. Without skills then it becomes very complicated to create computer games at all costs. Computer games require real-time and greater quality performance. The most valued performance aspects are connected to the display frame rate, the response from the processor and the real-time audio playback (Eijck 2012).
Creating the computer games programming aspects must be included to ensure development of quality software. The programming involves several codes that are necessary for the running of the game. The design should be flexible because of the large size of programming
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codes that must be run accompanied by several nature of the software (Flynt 2005). The documentation and maintenance of the developed software need to be simple in order to boost understanding among the group that involves in the development of the software with an aim of increasing or promoting the future performance. The software engineers must have technical skills in order to develop a more quality software that is not counterfeit in nature (Groves 2013).
The research indicates that in countries such as the united States of America, a large number of people have been employed in the game industry. The implication of this is that software engineers have played a very vital role in developing a more reasonable computer games that attract large number of people (Groves 2013). For instance, the Irish digital market has higher percentage of the US software games. According Groves, it means that there is the difference between the classical software engineering and the game software engineering (Groves 2013).
The argument is that the life cycles of games are very higher than the life cycle of the classical software products (Rucker 2002). The prediction for the global benefits indicates that the game industry have a higher rate of annual income as compared to many other software industries that deal with the development of other products. The spending by the consumer is being accelerated by several games that have been developed by the software engineers.
The development of computer games by the software engineers takes a very short time
(Stevens 2006). The most applicable and recommended method for maintaining the computer games is believed to be corrective maintenance. The corrective maintenance becomes very suitable because after the delivery of several games into the market, at this particular period when the game has been put on the market, the bug fixing process is done critically, and it's given out without any cost being incurred by the users. The development of soccer computer games has expanded very fast because most people love soccer at a higher rate. The eruption of
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several computer software games has significantly expanded the software industry to a greater degree of freedom (Athey 1975).
The development of computer software has compelled for the development of computer games. The games that are believed to e successful are the ones that form the basis for the other games that need to be developed in the future. The perfective maintenance involves revisions of the sequels in case the sequels need corrections. The research indicates that the game company lack adequate income that can be used for corrective maintenance (Castaldo 2001). The sequel that incorporates changes concerning the user interface or concerning the game control typically describes the concept of corrective maintenance. Corrective maintain ace of software games is done when the system has already failed. The software is corrected back to its initial state of performance to enhance its quality and more rates of production. A more exciting concept concerning games is that mostly the companies that develop games gives out the extensions based on the purchase (Fulton 2009). The implementation of purchasable extensions indicates more people involves in computer games. The development of the software industry has created more market for game development and widespread. The adaptive maintenance in games by the software industry is characterized by the purchasable extensions, and this has contributed to the growth of games (Hargrave 2006). The issues related to financial problems that results from the absence of income that comes from the maintenance part are always being rationalized by the game extensions and from the part of marketing campaigns that purchase those games that are believed to be old at a lower rates than expected(Johnstone 1975).
It has been realized that high marketing demands of the so-called game industry mostly compels the development campaign departments to press their development timetable. The act is not suitable sometimes because it does not give full support for game development (Ripoll
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2005). The problem of poor date release becomes the central issue concerning games. The schedules also become overdone and overrun at all const, and this becomes a very significant problem. The implications of the above arguments indicate that game project management becomes a very vital and complicated that diverts from the ancient software project management
(Ripoll 2005). All these show significant advantages features concerning the games that are being developed by a team of software engineers. However much, the methodologies for software engineering in the current field d is of great importance, but still the development in this area is viewed to be having little advancements. Considering the research conducted, there is no lear indication of the review based on game development that has been filed in the article at large
(Rosset 1968). As illustrated above, the primary objective of this study is to make a summary of the current evidence based on software engineering methods applied to the computer games.
Another aims of the study as indicated is to locate possible present free spaces in the current research with an aim to identify areas that need to be investigated and to bring out any further information concerning the work that need to be performed in the future(Winters 2002).
Moreover, this article aims at providing the present study of the art with respect to game software engineering in line with the methods of the research and the intended approaches. To enhance the achievement of these the employment of evidence based on research has been involved. The proposal based on the evidence has been made to ensure better attainment of the objectives at large (Adams 2003). The step by step procedures has been employed that helps in giving solutions to the questions that have been given the correct information. The methods also contribute to evaluating the evidence that gives the answer to the problem and gives the evaluation to the question of proof. The literature review that have been presented in this article
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has been found to be the best as it has been explained in details that is very easy to digest (Aziz
2009). The next part of this paper elaborately describes how the methodology was discussed at large. The answering of the research question and presentation of the threats or limitations are considered while following a flowing format (Beinisch 2005). Our plan for the works n the future work followed by the conclusions is some of the fundamental parts of this paper. All these systematic flow of planned work gave us the easiest way of dealing with this topic of software engineering for computer games (Brathwaite 2012).

Review methodology

The analysis methodology was divided into three main questions that based on our area of study. The fundamental category is indicated as shown bellow. The main types are also split into different subcategories. The main types include planning part, the conducting part and finally the documenting part(Buxxmann 2013). Under all these, we divided these categories into the sub category to enhance proper presentation and documentation of the intended research.

The Research Questions
Concerning this study based on software engineering for game, the central plan that we have includes the investigation of issues by considering questions based on our topics. The central issues of the research attempted include the following; what weight of the research activity on the software engineering for the game development? Which issues in the software engineering are being presented to be solved in the computer game? What are the approaches to the research do the analyses of the software engineer use in the domain of the computer game?
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And finally the last question the methods that the software engineers use mainly in developing the game (Cassell 1998).
Considering the first question, the research identification based on very many research publications have been made so clearly and defined. The comparison between the game engineering and the ancient software engineering has been defined so clearly and more elaborately by using the statistical data collected during the research. In answering both question two, three, and four, the main study has been linked to a research topic to a given research approach and a particular research methodology at large (Dorfman 1997). The divisions of the primary studies into their correlated categories are elaborately discussed in a more simple terms.
For the part of question two, the comparison of the results is made with the ancient software engineering. For the part of question three and four are also discussed in a more elaborative manner that is very easy to understand (Eberly 2011).

The search process
The main objective of the search process was to identify the main that could be incorporated or excluded from the last set of the review studies, in general. The search plan involved the automatism. The automated search included four libraries that include; ACM
Digital Library, the IEEE Computer society, SpringerLink and the ScienceDirect (Eijck 2009).
The theme or the keyword in the search parameters is game and the second keyword is software.
The automatic filtering was involved before manual viewing of the intended study. The search in
ScienceDirect was restricted or limited to a topic called the Computer Science. Concerning the
SpringerLink, the search became limited to the word software engineering (Faulkner 2009). All these were done in the four libraries with an aim accomplishing the objectives of the study.
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Several articles were found to have been returned. The articles found made us identify that there was a significant relationship. The articles get related to the software engineering (Gerardi 2005).
The materials that were identified and found that they could not meet the criteria needed were separated from the relevant materials (Hamilton 2011). In addition to that, most of the articles got related to software engineering.

Inclusion and exclusion criteria

The general facts that have been included here include the following; it was found that the chosen articles as the primary studies in the part of the review had to be connected or relevant to the words software engineering (Jensen 1979). There exist several four stages that are involved in filtering the papers that have been set with an aim of giving out the central or primary data set. These included the identification of the study, the separation of studies in terms of titles and finally obtaining the review and selecting those that are very relevant to software engineering (Kelly 2003). During the process of survey, we came across different papers but in the review we included only those which were very relevant to the software engineering because this is what formed the basis of our research (Madhusudan 2012). The main categories of issues that are connected to the development of the game but on the other hand not connected to software engineering are viewed as game-based learning, the networking, and the graphic algorithms. In conclusion, there is only their sample category that have been selected and considered. These included the journal and the workshop papers (MacCall 2011). The posters and the conference short papers did not meet the criteria of development, and hence they were rejected. There are one hundred articles that were presented at the end of this document
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(Mencher 2003).

Quality Assessment

The aims of the quality assessment team are to validate that the primary studies contain very tangible and concrete information. The implication of this is that the results are also bound to be very solid and have elaborative conclusions (Moore 2007). The main study gives an explicit guarantee based on the accuracy and the integrity of the data that were put in place for the secondary study. The quality of the articles selected was believed to have all the information required if we consider the review process and the chosen journal papers (Morris 1993). The workshop sources have been included because of the content they contain and the process that was used to select them at large. The workshop articles are believed to based elaborately on the research that can be published in any related article and put under consideration for future development of secondary research (Paquette 2013).

The collection of data

During the phase of data collection, very many features of the primary study were extracted at large. The data was collected from every paper and they include the following; the publication type, publication, the publisher, particular year of the publication, the country of publication, the topic classification, the classification based on the research approach and finally the classification based on the criteria of the research method. All these give evidence based on the collection of data (Pressman 1982). The collection of data was data was done in a systematic
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manner.

Classification of the topics
The system classification was incorporated is the ACM computer classification system that was found to be more common in most journals and several conferences (Saleh 2005). The original primary study categorization has been forced to exist through the initial classification of the research as it is revealed in ACM digital library and the PrinkerLink library and it was considered very okay to be used in depending on the circumstances (Sharigina 2013).
Classification of different topics gives an ample time to deal with various categories of questions that are ever present in the study. The main issue was classified under different sub-topics at large. The sub-topics included were; testing and debugging, programming environment, the distribution, maintenance and debugging, the design, the design tools and techniques, software reuse, design tool and techniques and finally the coding tools and the techniques(Sheldon 2014).

The classification of the research approaches and methods

There are three essential and very paramount methods concerning the empirical investigation that are employed in the evaluation of the current emerging techniques, tools and the necessary methods. According to the above list, the scientific research article is always characterized concerning their approaches and the methods (Sommerville 2000). The most category of the scientific approach that has been indicated previously is the descriptive approach.
The other valuable experimental approaches that have been identified included the empirical approach and explanatory approach. The descriptive research paper brings out the elaboration
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based on a particular system that has been chosen as the area of study, and it employs the method and the tool (Spaulding 2008). The literature review presented in this article brings out the part of the description. The explanatory research was used to indicate a place where a particular problem was not critically identified and solved. Therefore, the descriptive research is carried out with an aim of determining the most valuable research design, the collection of data and finally the subject selection concept (Taylor 2012). Last but not least, the empirical research gives out its original outcomes based on the direct and indirect viewing or the observation of the well known subjects. All these research methods are very crucial in when need arises to find solutions to a particular problem. The primary type of investigation that was used includes; case studies, surveys and the experiments which were conducted at large (Watkins 2004).
The experiments are very essential when giving the comparisons between different topics. Survey is vital in identifying whether the method under the study is ever in the field use for a given duration. Case studies are very close to that of experiment, but they are believed to be the observational studies by many people and according to the proofs that have been identified in different locations (Wesley 2010). The classification based on the empirical methods was employed to bring more elaborately out the achievement of the primary objectives of the study.
In experiments, a set of given objects are made to perform the task at large (Zackariasson 2012).

Data analysis
The collected data was adequately analyzed to enable the achievement of the objectives that were required. Statistically, analyzed data is used to find out the issues such as the number of some particular studies that are believed to be published for each and every year. The data was also analyzed to investigate the exact number of studies that a given a particular country
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produces in a particular year (Inen 2009). The analysis of data was also done with an aim of to find out leading software engineering main topics that were investigated before by the game engineering research. Moreover, the data was collected and analyzed to identify the number of the studies that involves in the current research (Jay 1994). The data analysis provides the best information based on the objectives needed to be achieved, for instance, the purpose of this study was based on the software engineering for games especially the computer games.

The results
At this particular section, the presentation of the results based on the statistical analysis is done so vividly by considering the dataset of the main study or the dataset of the primary study. The primary relationship between game engineering and some other fields are being clarified in details. The questions to be discussed are also placed to enhance efficiency in achieving the set objectives (Polser 1994). The tabulation off the dataset is done to ensure effectiveness in the retrieval by those who will be able to do further secondary research. The presentation of the game engineering studies is also made more accurately (Rner 2006). The publications based on game design presented provide a clear way of comparison. The research based on the most the country and continent that frequently involves in the game engineering is presented more clearly to bring out the distinctions. The research activity for every year has been given for more clarifications base on game engineering and software (Austic 2005). The publications founded on software engineering how it has been presented in the digital libraries.
Some of the other data collected on the game engineering forms the basis of the discussion.

The discussion
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The debate based on the findings concerning the review has been elaborately done in his part of this article. Several comparisons on based on game engineering are completely done with an aim of getting the main domain features. The discussions give a better understanding based on our objectives (Bates 2004). The emphasis based on game engineering has been done more intensively. The results presented indicate that game software engineering has actually increased drastically over the previous years. The presentation based on game design and software engineering has been done clearly to enable better comparison between different sets of data.
Some calculation based on the increase in the intensity per year has been clearly presented at large (Cockburn 2002). The results of the software engineering have been compared with the outcome of the game engineering, and this has brought a clear comparison and more calculations based on the game engineering at large. According to the data that have been collected based on the research, it’s true that the rate at which game engineering grows is higher the rate of growth of the software engineering (Eijck 2012). The implication of this is that over the previous year’s game software engineering has been on the increase, and it has been the dominant research project. Moreover, there has been an increase in the publications based on game software engineering at large. More research conducted significantly indicates that the United States of
America has a greater dominant concerning the software engineering gaming research (Fruin
2009). The investigations in the United States of America have done a lot of research based on software game engineering, and this is why software games are on the increase in the whole country. Up to the year 2012, the study based on game software engineering has been done most frequently in America (Hamilton 2011). As mentioned earlier, the ACM has been identified to dominate almost all the publications. IEEE Computer society follows the ACM at the second.

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Game software engineering research topics
The main aim of this part of this article is to locate the primary research subjects based on game engineering and making an explicit comparison between the game engineering and game engineering that is believed to be the primary theme of the research (Johnson 2001).
During the data collection, it was identified that some areas based on software verification software maintenance, and software distribution has not been researched by several researchers.
The implication of this argument is that these things do not attract more researchers at large. It has been found that the difference between the game engineering and software engineering are being caused or affected by some factors (Kizza 2010). Some of the factors that cause the difference between software engineering and game engineering have been identified by most researchers. These include; the priorities and necessary special needs based on the development of the game. The second factor that causes the difference is that game engineering is viewed as very young domain that needs more research based on issues such that maintenance and verification(Patterson 2005). Based on the features of the game that have been elaborately underlined and discussed in this paper, more related outcome problems have not been addressed in by the conventional software engineering. But the findings based on the topic are seen to be very elaborative and very active (Petrovic 2009). The implication of this is that games are sources of entertainment and the requirements during the development are imperative to the team that involves the development of software game. Therefore, the research based on game engineering has significantly increased. Some categories need higher and more research activity without any problems (Zechner 2011).
The questions addressed in this paper can be successfully met if the research is carried out more efficiently. Some of the suggestions made in this document are that some of the
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implementation phase in the computer game is very minute as compared to the ancient software engineering because the time that is always needed for the marketing strategies become very limited at all costs (Anthropy 2008). The amount of the research indicated is on the testing and is not equal to the intensity of testing criteria in the computer games. Considering the fundamental credits of the computer games, the group that involves in the development is made up a large number of people. A quite number of people means in the part of the quality assurance, but many quality assurances get participating in the game playing testing (Austic 2001). These people ensure the best performance and maintain age of the computer games because they have the best skills based on software engineering maintenance.

General Miscellaneous

This section of the paper presents the general issues based on game development. The wireless game development issues have been addressed more critically. The problems concerning the development of the game are being discussed at large (Bates 2004). The eruption of installation for games even in the hand cell phones have been discussed here in details to bring more clarifications based on the objectives of the study (Budgen 1994). The quality development of games have also been addressed and discussed in details.

Analysis
Considering the four research done in the library, the agreement based on the suggestion is that these who involve in the development of games are supposed to put more effort on factors such as the mental or emotional effect of the games on the people who play games. The content
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of this paper is very real because it brings a lot of elaborate information based on the arguments of the researchers (Freeman 1983). All the supporting documents and further arguments are presented by the excellent software engineers at large. According to some findings, the author elaborately brings out the adverse outcomes associated with the development of cell phones at large contrary to that of the computer games in connection with both the hardware part and the software part (Gamma 1995). The identified papers indicate clear documented materials based on the development of the games. The implementation of all these ideas creates clear development strategies and builds a new method of game development that is very efficient and cost the less amount of money. The computer games analysis have been very enjoyable and playing the games is a very enjoyable to many people who love computer games (Lakos 1996).

Design

According to the paper presented by the author, the literature review shows the proposals made by the author based on the design solutions for critical implementation of the game engines and many other games. The author presents the evaluation based on the objectoriented programming and design patterns founded on redevelopment of the games. The architectures that incorporate the use of the game engines are more elaborately included (Lowry
1991). The architectural designs have been identified to create out well stable and long lasting software. The qualified architecture produces or creates games that ensure that there is increased robustness and the scalability, making the coupling within the modules to more easy to be understood by the game users (Perry 2009).

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Implementation
The research done indicates that many computer games incorporate a particular kind of language with an aim of bringing the logic into reality (Mitchell 2012). The one particular paper concerns the use of automated software engineering, and that is used for developing games through the use of game mechanic design patterns at large. Most papers bring out the use of the markup languages with an aim of programming the game scripts. Some other papers elaborately investigates how object-oriented programming can be used to develop a better games such as the mobile games, the game engines, and finally the Bluetooth games (Robnson 2004). The implementation of all these will lead to increased spread of games and further increase in the computer industry at large. in many papers presented in this article, the game development through the Multilanguage method approach is elaborately described to give more light concerning the game industry (Rouse 2005).

Quality and Management
The ISO quality model method has been found to be the best at all cost. The proposal has been made based on the assessment of the quality of the game. The proposal has been made by the author with an aim of making the game issues enjoyable to the users (Scanlon 1980).
More than five studies focus mostly on the game development companies and gives precise specifications based on the game development strategies (Schell 2008). The authors of this article present the tangible and possible activities based on the game development process. The survey presented has a greater effect on the presentation (Zhu 2005). In some articles used during the research, the author shows the application software product lines based on the development of the game. The presentation of the survey concerning the software engineering is more
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elaborately indicated to enhance the process of game development (Zimmerman 2003).

The Approach of Game Software Engineering
It’s very true that game engineering is very young in the research areas and, therefore, more additional papers should be based on problems associated with the research based on the game. Many studies in the field of game software engineering involve a very self-explanatory research approach. The presentation based on the comparison between the results methods has been made more clearly to make the objective of the study accomplished (Adams 2010). The presentation concerning the research methods that were put in place in game engineering has been presented. Therefore, in performing a particular case study, there is a need of the project data that has to be checked through different inspections and measurements (Sicart 2009). Based on the fact of survey, game engineering has been identified to be, and the game engineering dominates the other domains (Cassel 1998). The implication of this is that game engineering is trying to give out knowledge by giving questions to the domain professions and even the game users. Considering the current trend, the future trend indicates that the case studies and major experiments will be found to be very rampant in the finding of software engineering for games.
Therefore, game researchers will be compelled to look for a better way of handling the issue of software engineering for games (Crawford 1984).

Threats to Validity
The section is concerned about the validity of the based on the set objectives of the paper. There has been no inclusion of the studies that don’t incorporate the word game within the title. It’s also true that the search procedures had had not included a few number of studies that
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lacked the word game in their titles (Featherston 2013). Some articles such as the workshop papers are believed to would have disoriented the review because of the type of the studies with respect to the journals and the conferences available. The involvement of diverse grouped schemes has been found that they might have contributed to the eruption of poor results. All these are counted as the threats that could have led to poor achievement of the results (Kosmatca
2012).

Conclusion and future work
The summary of this article is based on the research on software engineering for the computer games. The accomplishment of this paper involved several performances that were done to make it more successful. Some of the basic criteria that were used to achieve actively this study were; performance of a well-planned literature review that is the first action that was taken for the betterment of the project. The findings indicate that computer games are growing at a higher rate than ever before. From the results, it’s true that computer game for the basis of software engineering and this is why there has been a drastic increase in the field of computer games. The computer games have been proved to be fertile domains suitable for application in the area of software engineering (Morris 2003). From the result, it’s very true to say that very many research fields can be viewed to be more dominant than the other domains. The above statement implies that there exist different changes of game development corresponding to conventional software development (Schell 2008).
The research based on the implementation phase is very exciting and more interesting because game development is very complicated and the time for development is very limited.
Some research such as testing or debugging did not appear very hard task as it was expected.
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There is better expectation in future that more studies will use data collected in the game development for improving the future game development. Finally, the game industry will continue to grow at a higher rate annually as it has been identified in the United States of
America. I would like to acknowledge the all the contributors who have been compelled by their experience to give out several reviews based on the game development. All the ideas are very tangible and are geared towards achieving the set objectives.

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