Do you want to publish a course? Click here

An Empirical Study of the Characteristics of Popular Minecraft Mods

345   0   0.0 ( 0 )
 Publication date 2021
and research's language is English




Ask ChatGPT about the research

It is becoming increasingly difficult for game developers to manage the cost of developing a game, while meeting the high expectations of gamers. One way to balance the increasing gamer expectation and development stress is to build an active modding community around the game. There exist several examples of games with an extremely active and successful modding community, with the Minecraft game being one of the most notable ones. This paper reports on an empirical study of 1,114 popular and 1,114 unpopular Minecraft mods from the CurseForge mod distribution platform, one of the largest distribution platforms for Minecraft mods. We analyzed the relationship between 33 features across 5 dimensions of mod characteristics and the popularity of mods (i.e., mod category, mod documentation, environmental context of the mod, remuneration for the mod, and community contribution for the mod), to understand the characteristics of popular Minecraft mods. We firstly verify that the studied dimensions have significant explanatory power in distinguishing the popularity of the studied mods. Then we evaluated the contribution of each of the 33 features across the 5 dimensions. We observed that popular mods tend to have a high quality description and promote community contribution.



rate research

Read More

Software engineering bots - automated tools that handle tedious tasks - are increasingly used by industrial and open source projects to improve developer productivity. Current research in this area is held back by a lack of consensus of what software engineering bots (DevBots) actually are, what characteristics distinguish them from other tools, and what benefits and challenges are associated with DevBot usage. In this paper we report on a mixed-method empirical study of DevBot usage in industrial practice. We report on findings from interviewing 21 and surveying a total of 111 developers. We identify three different personas among DevBot users (focusing on autonomy, chat interfaces, and smartness), each with different definitions of what a DevBot is, why developers use them, and what they struggle with. We conclude that future DevBot research should situate their work within our framework, to clearly identify what type of bot the work targets, and what advantages practitioners can expect. Further, we find that there currently is a lack of general purpose smart bots that go beyond simple automation tools or chat interfaces. This is problematic, as we have seen that such bots, if available, can have a transformative effect on the projects that use them.
GraphQL is a query language for APIs and a runtime to execute queries. Using GraphQL queries, clients define precisely what data they wish to retrieve or mutate on a server, leading to fewer round trips and reduced response sizes. Although interest in GraphQL is on the rise, with increasing adoption at major organizations, little is known about what GraphQL interfaces look like in practice. This lack of knowledge makes it hard for providers to understand what practices promote idiomatic, easy-to-use APIs, and what pitfalls to avoid. To address this gap, we study the design of GraphQL interfaces in practice by analyzing their schemas - the descriptions of their exposed data types and the possible operations on the underlying data. We base our study on two novel corpuses of GraphQL schemas, one of 16 commercial GraphQL schemas and the other of 8,399 GraphQL schemas mined from GitHub projects. We make both corpuses available to other researchers. Using these corpuses, we characterize the size of schemas and their use of GraphQL features and assess the use of both prescribed and organic naming conventions. We also report that a majority of APIs are susceptible to denial of service through complex queries, posing real security risks previously discussed only in theory. We also assess ways in which GraphQL APIs attempt to address these concerns.
Game developers cannot always meet the growing and changing needs of the gaming community, due to the often already overloaded schedules of developers. So-called modders can potentially assist game developers with addressing gamers needs. Modders are enthusiasts who provide modifications or completely new content for a game. By supporting modders, game developers can meet the rapidly growing and varying needs of their gamer base. Modders have the potential to play a role in extending the life expectancy of a game, thereby saving game developers time and money, and leading to a better overall gaming experience for their gamer base. In this paper, we empirically study the metadata of 9,521 mods of the 20 most-modded games on the Nexus Mods distribution platform. Our goal is to provide useful insights into the modding community of the Nexus Mods distribution platform from a quantitative perspective, and to provide researchers with a solid foundation for future exploration of game mods. In doing so, game developers can potentially reduce development time and cost due to the increased replayability of their games through mods. We find that providing official support for mods can be beneficial for the perceived quality of the mods of a game. In addition, mod users are willing to submit bug reports for a mod. However, they often fail to do this in a systematic manner using the bug reporting tool of the Nexus Mods platform, resulting in low-quality bug reports which are difficult to resolve. Based on our findings, we recommend that game developers who desire an active modding community for their own games provide the modding community with an officially-supported modding tool. In addition, we recommend that mod distribution platforms, such as Nexus Mods, improve their bug reporting system to receive higher quality bug reports.
Software systems are designed according to guidelines and constraints defined by business rules. Some of these constraints define the allowable or required values for data handled by the systems. These data constraints usually originate from the problem domain (e.g., regulations), and developers must write code that enforces them. Understanding how data constraints are implemented is essential for testing, debugging, and software change. Unfortunately, there are no widely-accepted guidelines or best practices on how to implement data constraints. This paper presents an empirical study that investigates how data constraints are implemented in Java. We study the implementation of 187 data constraints extracted from the documentation of eight real-world Java software systems. First, we perform a qualitative analysis of the textual description of data constraints and identify four data constraint types. Second, we manually identify the implementations of these data constraints and reveal that they can be grouped into 30 implementation patterns. The analysis of these implementation patterns indicates that developers prefer a handful of patterns when implementing data constraints and deviations from these patterns are associated with unusual implementation decisions or code smells. Third, we develop a tool-assisted protocol that allows us to identify 256 additional trace links for the data constraints implemented using the 13 most common patterns. We find that almost half of these data constraints have multiple enforcing statements, which are code clones of different types.
Recently, many software organizations have been adopting Continuous Delivery and Continuous Deployment (CD) practices to develop and deliver quality software more frequently and reliably. Whilst an increasing amount of the literature covers different aspects of CD, little is known about the role of software architecture in CD and how an application should be (re-) architected to enable and support CD. We have conducted a mixed-methods empirical study that collected data through in-depth, semi-structured interviews with 21 industrial practitioners from 19 organizations, and a survey of 91 professional software practitioners. Based on a systematic and rigorous analysis of the gathered qualitative and quantitative data, we present a conceptual framework to support the process of (re-) architecting for CD. We provide evidence-based insights about practicing CD within monolithic systems and characterize the principle of small and independent deployment units as an alternative to the monoliths. Our framework supplements the architecting process in a CD context through introducing the quality attributes (e.g., resilience) that require more attention and demonstrating the strategies (e.g., prioritizing operations concerns) to design operations-friendly architectures. We discuss the key insights (e.g., monoliths and CD are not intrinsically oxymoronic) gained from our study and draw implications for research and practice.
comments
Fetching comments Fetching comments
Sign in to be able to follow your search criteria
mircosoft-partner

هل ترغب بارسال اشعارات عن اخر التحديثات في شمرا-اكاديميا