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Designing Interactivity in Computer Games a UML Approach

Ang, Chee Siang, Rao, Radha Krishna (2005) Designing Interactivity in Computer Games a UML Approach. International Journal of Intelligent Games and Simulation, 3 (2). pp. 62-69. ISSN 1477-2043. (The full text of this publication is not currently available from this repository. You may be able to access a copy if URLs are provided) (KAR id:36365)

The full text of this publication is not currently available from this repository. You may be able to access a copy if URLs are provided.

Abstract

The computer game is about the player experience and enjoyment. It includes graphics, sounds, stories, user interfaces and most importantly gameplay. Setting player experiences aside, the game is governed by a set of rules that define how the game is played. Game design should focus more on the gameplay: the interaction between players and games. This paper attempts to study the core element of computer game that constitutes the gameplay. Other elements that contribute to the whole experience of game are also explored. The utilisation of Unified Modelling Language (UML) in designing interactivity in computer games is studied by performing reverse engineering on two games using use case diagrams and class diagrams. that all games can be decomposed into players and tokens, the interaction of which can be described by interaction matrices and finite state machine diagrams.

Item Type: Article
Subjects: T Technology
Divisions: Divisions > Division of Computing, Engineering and Mathematical Sciences > School of Engineering and Digital Arts
Depositing User: Tina Thompson
Date Deposited: 14 Nov 2013 10:23 UTC
Last Modified: 16 Nov 2021 10:13 UTC
Resource URI: https://kar.kent.ac.uk/id/eprint/36365 (The current URI for this page, for reference purposes)

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