On the representation of roles in object-oriented and conceptual modelling
Data & Knowledge Engineering
Aspect-oriented programming: Introduction
Communications of the ACM
False prophets: exploring hybrid board/video games
CHI '02 Extended Abstracts on Human Factors in Computing Systems
Beyond AOP: toward naturalistic programming
OOPSLA '03 Companion of the 18th annual ACM SIGPLAN conference on Object-oriented programming, systems, languages, and applications
Patterns in Game Design (Game Development Series)
Patterns in Game Design (Game Development Series)
Core Techniques and Algorithms in Game Programming
Core Techniques and Algorithms in Game Programming
Rules of Play: Game Design Fundamentals
Rules of Play: Game Design Fundamentals
Domain models are NOT aspect free
MoDELS'06 Proceedings of the 9th international conference on Model Driven Engineering Languages and Systems
MoDELS'05 Proceedings of the 8th international conference on Model Driven Engineering Languages and Systems
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Existing research on computer enhanced board games is mainly focused on user interaction issues and look-and-feel, however, this overlooks the flexibility of traditional board games when it comes to game rule handling. In this respect, the authors argue that successful game designs need to exploit the advantages of the digital world as well as retaining such flexibility. To achieve this goal, both the rules of the game and the graphical representation should be simple to define at the design stage, and easy to change before or even during a game session. For that reason, the authors propose a framework allowing the implementation of all aspects of a board game in a fully flexible and decoupled way. This paper will describe the Flexiblerules approach, which combines both a model driven and an aspect oriented design of computer enhanced board games. The benefits of this approach are discussed and illustrated in the case of three different board games.