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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Survey: Software Search in Serious Games Development</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Philippe Tamla</string-name>
          <email>philippe.tamla@studium.fernuni-hagen.de</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Thilo Böhm</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Kerstin Gaisbachgrabner</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Jana Mertens</string-name>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Matthias Hemmje</string-name>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Michael Fuchs</string-name>
          <xref ref-type="aff" rid="aff3">3</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>FernUniversität in Hagen, Faculty of Multimedia and Computer Science</institution>
          ,
          <addr-line>Hagen</addr-line>
          ,
          <country country="DE">Germany</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Graz University of Technology</institution>
          ,
          <addr-line>Graz</addr-line>
          ,
          <country country="AT">Austria</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>Research Institute for Telekommunikation and Cooperation</institution>
          ,
          <addr-line>Dortmund</addr-line>
          ,
          <country country="DE">Germany</country>
        </aff>
        <aff id="aff3">
          <label>3</label>
          <institution>Wilhelm Büchner University of Applied Science</institution>
          ,
          <addr-line>Pfungstadt</addr-line>
          ,
          <country country="DE">Germany</country>
        </aff>
      </contrib-group>
      <fpage>155</fpage>
      <lpage>166</lpage>
      <abstract>
        <p>The interest in serious games (games that can educate, train, and motivate) has grown very fast in the last decade, yet the research community rarely studies serious game development. For instance, previous work has mainly investigated non-game developers' search practice and has proposed techniques and tools for general purpose software engineering. This paper reports on a pilot user study that was used to understand the thoughts and needs of (serious) game developers. We asked serious game developers “what”, “how”, and “why” they usually search online to develop their games. Our study reveals that software search for serious games development is mostly related to finding game-specific tools, documentation, and algorithms for AI, animation, rendering, and learning analytics. Also, specific web platforms (like web tutorials, Q&amp;A sites, and public software repositories) are very relevant for serious games development. Finally, our analysis of serious game developers' search habit informs about the need for more advanced search engines with sophisticated query and filtering facilities.</p>
      </abstract>
      <kwd-group>
        <kwd>Software Search</kwd>
        <kwd>Search Engines</kwd>
        <kwd>Serious Games Development</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>
        But the efforts, time and costs of serious games development can be reduced if existing
software assets and other pedagogical components available on the market can be
effectively retrieved (or reused) and integrated into the development process
        <xref ref-type="bibr" rid="ref20">(Wim V et
al. 2016)</xref>
        . However, this requires to understand what specific actors involved in the
development of SGs (like researchers, developers, designers) are usually seeking
software and which factors can influence the way they locate and use what they need to
develop their games
        <xref ref-type="bibr" rid="ref8">(Hucka and Graham 2018)</xref>
        .
      </p>
      <p>This study reports on a deeper exploration of serious games developers’ search
practices. It was conducted as an online survey (using Google Drive) with professionals and
practitioners in SG development. The main goal of this study was to explore the search
habits of SG developers in order to understand the factors that can influence the way
they search and reuse software and other related information. The survey was
conducted using the following research questions:
• RQ1: What software and other related information do you usually search to develop
your serious games, and why?
• RQ2: What are some approaches you usually use to FIND software and related
information you need to develop your serious games?
• RQ3: While searching online in the past, what are some obstacles that may have
hindered your ability to FIND (RQ3.1) or REUSE (RQ3.2) what you needed to
develop your serious game?
• RQ4: Please describe one or more situations when you were trying to find a specific
software or any software-related information on the Web…?
Our research questions will be answered by interpreting their results. These questions
will be indexed and discussed in the following chapter.
2
2.1</p>
    </sec>
    <sec id="sec-2">
      <title>Background and Related Work</title>
      <sec id="sec-2-1">
        <title>Serious Games Development</title>
        <p>
          Nowadays, we observe a growing number of software engineers and researchers
focusing on SG development
          <xref ref-type="bibr" rid="ref10 ref14 ref17 ref19 ref5 ref6 ref9">(Brent and Bill 2014; David R. and Sandra L. 2005;
Mestadi et al. 2018; Petridis et al. 2012; Söbke and Seicher 2016; van der Vegt et al.
2016)</xref>
          . Also, established business companies like Google, IBM, SAP are motivated to
design, develop, and implement full-scale SGs in their business functions and processes
because of the following advantages: SGs have the ability to 1) solve complex problems
collaboratively, 2) improve the efficiency of business processes, 3) support predictive
modelling and real-time visualization, 4) increase ROI1 from processes, time, and
resources, and 5) provide more retention of knowledge compared to traditional methods
          <xref ref-type="bibr" rid="ref18">(Vasudevamurt and Uskov 2015)</xref>
          . The creation of SGs is also a complex process of
game design, programming, content production, and testing
          <xref ref-type="bibr" rid="ref19 ref20">(Westera et al. 2016)</xref>
          . And
its success significantly depends on the quality of external technical gamification
1 ROI (Return on Investment) - https://www-01.ibm.com/software/rational/rsar/roi/
platforms, dedicated software architecture
          <xref ref-type="bibr" rid="ref20">(Wim V et al. 2016)</xref>
          , reusable SG engines,
and advanced technology components (software assets)
          <xref ref-type="bibr" rid="ref20">(Wim V et al. 2016)</xref>
          . However,
there is a lack of standardization, best practices, and tools
          <xref ref-type="bibr" rid="ref18">(Vasudevamurt and Uskov
2015)</xref>
          for supporting the development of SGs and the reuse of game assets which have
the ability to preserve and enhance the games’ pedagogical effectiveness
          <xref ref-type="bibr" rid="ref19 ref20">(Westera et
al. 2016)</xref>
          . Thus, SG developers often rely on a large set of entertainment-based features
and game engines despite the inherent differences between SGs and
entertainmentbased games
          <xref ref-type="bibr" rid="ref10 ref5">(Brent and Bill 2014; Petridis et al. 2012)</xref>
          . But, the complexity, time, and
effort for creating SGs can be reduced if existing tools and game assets available on the
market can be effectively reused
          <xref ref-type="bibr" rid="ref20">(Wim V et al. 2016)</xref>
          .
2.2
        </p>
      </sec>
      <sec id="sec-2-2">
        <title>Software search and related user studies</title>
        <p>
          Software Search is a very common practice in software engineering that aims at
discovering suitable software for a given purpose
          <xref ref-type="bibr" rid="ref8">(Hucka and Graham 2018)</xref>
          . It has
become an important component of real, day-to-day software engineering
          <xref ref-type="bibr" rid="ref13">(Singer et
al. 2010)</xref>
          because it can increase work productivity (e.g. through effective reuse).
Researchers in software search have tried to understand the search practices and
challenges of developers for general software engineering
          <xref ref-type="bibr" rid="ref2 ref21 ref3 ref8">(Barua et al. 2014; Bauer et
al. 2014; Hucka and Graham 2018; Xia et al. 2017)</xref>
          and mobile development
          <xref ref-type="bibr" rid="ref11">(Rosen
and Shihab 2016)</xref>
          . But the study of serious games developers’ search practices has
remained almost ignored so far.
        </p>
        <p>
          Techniques used to study software search include web survey, interview, search
logs, and analysis of Q&amp;A sites
          <xref ref-type="bibr" rid="ref11 ref12 ref2">(Barua et al. 2014; Rosen and Shihab 2016; Sadowski
et al. 2015)</xref>
          .
          <xref ref-type="bibr" rid="ref16">(Umarji et al. 2008)</xref>
          surveyed software engineering implementing
standard software and discovered that developers were usually looking for blocks of
codes (like parsers, wrappers), libraries (for date manipulation, speech processing),
stand-alone tools (like an application server or an ERP package). They also
discovered that developers were looking for subsystems like data structures, parsers,
binary search algorithms that they could reuse in their own implementation without or
less modification.
          <xref ref-type="bibr" rid="ref13">(Singer et al. 2010)</xref>
          s’ survey informed about the frequency in
software search. The study revealed that developers spend 66% of their time reading
software documentation, 57% fixing bugs, and 35% making enhancements to their
software system.
          <xref ref-type="bibr" rid="ref13">(Singer et al. 2010)</xref>
          observed software engineers at their workplace
and discovered that searching was an activity that occurs not only during coding but
also while interacting with the hardware (e.g. doing configuration tasks) or
debugging. This study also informed about the criteria of selection of software, like
working functionality, evaluation of online communities or local experts, and the
social characteristics of the software project (like its popularity).
        </p>
        <p>
          To understand the specific needs and challenges of serious games developers, we
recently investigated a popular Q&amp;A site (GameDev Exchange) to find out what SG
developers usually search to develop their games
          <xref ref-type="bibr" rid="ref15">(Tamla et al. 2019)</xref>
          . We have found
that serious games developers usually seek a different kind of help such as best
practices, common design patterns, and specific algorithms to develop better serious
games that can really train, educate, and motivate players
          <xref ref-type="bibr" rid="ref6">(David R. and Sandra L.
2005)</xref>
          .
        </p>
        <p>This survey reports on a deeper exploration of serious games developers’ search
practices. It was conducted as an online survey (created with Google Drive) with
professionals, researchers, and students involved in the development of (serious)
games. The study reports on the motivations of serious games developers seeking
specific software and related information, how they go about finding help and which
challenges they usually encounter to FIND and/or REUSE what they need. The study
also informs about potential improvements in next-generation search engines.
3
3.1</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>Pilot User Study</title>
      <sec id="sec-3-1">
        <title>Method</title>
        <p>Nowadays, there is a wide range of algorithms, tools, best practices, and frameworks
available online that can be used to facilitate the development of full-scale serious
games. To understand the challenges in identifying and reusing such tools and features,
an online survey (developed with Google Drive) has been conducted. The main goal of
this evaluation was to explore the search habits of serious games developers and to
understand the factors that can affect the way they search and reuse software and other
related information. So, we used our previously defined research questions RQ1-RQ4.
Our research questions will be answered by interpreting their results. These questions
will be indexed and discussed in the following chapter.
3.2</p>
      </sec>
      <sec id="sec-3-2">
        <title>Participants</title>
        <p>Different consortium partners took part in this survey. We advertised the survey to
external gamification companies and educational institutions. Overall, this evaluation
was attended by 40 people: 10 software developers (2 software architects, 7
programmers, 1 game designer), 6 scientists, 6 project managers (including 4 CEOs),
and 18 students, all involved in the conception, design and implementation of serious
games.
3.3</p>
      </sec>
      <sec id="sec-3-3">
        <title>Evaluation Instrument</title>
        <p>
          We used a web-based survey to conduct our evaluation because 1) information can be
gathered very easily and quickly from a wide audience, 2) the development effort is
very modest and reduced, 3) data can be analyzed quantitatively and qualitatively. The
survey consisted of a combination of standardized questionnaires (including free-text
and multiple-choice questions) and 1 open question about a specific search experience.
We designed the instrument of our analysis iteratively after analyzing previous surveys
targeting software search in computing
          <xref ref-type="bibr" rid="ref11 ref21">(Rosen and Shihab 2016; Xia et al. 2017)</xref>
          . We
especially paid attention to the following points:
• Simplicity: we created simple and clear questions. We also added explanatory text to
some questions that may lead to some ambiguity.
• User experience: we considered only questions that we assumed were within the
experiences of our audience
• Relevance to user’s experiences: we constructed our questions by referring to
specific software components and information that we believe are relevant to
(serious) game users today.
• Ethics: We removed all questions that seemed to be too personal or about proprietary
policies (at participants’ place of work)
Overall, we defined 3 main categories to collect data on the evaluation:
• Demographics: In this section, we collected (prior work (Böhm et al. 2013)) general
information about the age, education, and role of the participants.
• (Serious) Game Development Experience: This section explores the experience of
the participants with the development of (serious) games for specific game genres
and target audiences. We also asked questions about general programming
experience like experience with programming languages and development
paradigms.
• Search Experience: Questions in this category were derived from existing research
that studied software search in general
          <xref ref-type="bibr" rid="ref8">(Hucka and Graham 2018)</xref>
          . We explored
(serious) games developers’ search habits and tried to explore the problems they may
encounter to FIND and REUSE software and other related information. We also
defined one open question to ask respondents about their experience with software
search.
3.4
        </p>
      </sec>
      <sec id="sec-3-4">
        <title>Procedure</title>
        <p>The evaluation was carried out from August to October 2018. We solicited responses
using convenience sampling by sending an invitation to experts, researchers, and
students from higher educational, all involved in the development of serious games.</p>
        <p>Especially, we advertised the survey via e-mail distribution lists addressing different
members of different members of the consortium. RAGE project partners (i.e. UCM,
INESC, OUNL, UU, UPB, TUGRAZ). Applied gaming research and development
actors: serious-games-solutions.de (The Gamification Expert), oztron.com (Serious
Games and Simulations for Education Technology), kastanie-eins.de (Games and
Learning), bible.com/kids (Apps and Games to teach the Bible to kids). Educational
institutions: the German Institute for Games (Hochschule der Medien Stuttgart (HDM),
ifg.hdm-stuttgart.de) and the Institute of computer science of the New York Institute of
Technology (NYIT, nyit.edu).</p>
        <p>The survey itself was conducted using the online survey platform Google Form.
While more users trialled the system, in total 40 participants took part in this evaluation
and provided their feedback via the online survey.
3.5</p>
      </sec>
      <sec id="sec-3-5">
        <title>Results</title>
        <p>
          Demographics. The participants aged between 18 and 64. We asked participants
about their experience in serious games development: 56% had less than one year, 24%
had between 1 and 3 years of experience, and 20% had between 6 and 20 years of
experience. We also asked participants about their roles in their last serious games
projects: 46.7% worked as Software Developer, 43% worked as Software Architect
(Team Lead), 30% worked as Game Designer, and 10% worked as Test Analyst. The
number of years in programming and the roles of participants were routinely used in
past research to estimate the experience of developers
          <xref ref-type="bibr" rid="ref7">(Feigenspan et al. 2012)</xref>
          .
Additionally, we asked for the highest academic degree: 28.2% of the respondents hold
a Bachelor’s Degree (or equivalent), 33% a Master’s Degree (or equivalent), and 15%
a Doctor’s Degree (or equivalent). The remaining 20.8% were students before their first
academic degree.
        </p>
        <p>Participants were also asked to self-rate their search experience (Böhm et al. 2013). On
a five-point Liker scale, 37.8% rated themselves as experts, 32.4% as experienced,
13.5% as moderately experienced, and 2.7% as inexperienced. Results show that in
addition to the high level of familiarity in search practices, the group of respondents is
characterized by a high degree of education, research and (serious) games development
experience.</p>
        <p>Search Motivation. To understand why serious games developers search specific
software and related information, we asked: “What software and other related
information do you usually search to develop your serious games, and why?”. The
question contains a multiple choice box, allowing respondents to complete the list
(Other). Other included “Research papers”. Figure 1 summarizes the results to this
question.</p>
        <p>Documentation how to use a specific game API
Specific algorithms to track the player' interactions and learning outcomes</p>
        <p>Code example to use as reference examples for animation, rendering, AI…</p>
        <p>Solutions to fix bugs (security bugs, databases)
Tools to analyze and check the game performance (e.g. Debugger, Profiler)</p>
        <p>Third-party libraries to integrate in games (e.g. Networking, AI, Audio,…</p>
        <p>Instructions to optimize databases and server performance (data…
Script code to control the behavior of the game, animate objects, or…
Best practices to design games for specific markets (e.g. educaitonal,…</p>
        <p>Specific Game Engines to develop multi-platform games (etc. Unity,…
Instructions about license terms (e.g. GNU GPL, LPGL) use open-source…</p>
        <p>Guidelines how to release games on specific store (e.g. Google Play,…</p>
        <p>API Experts' help to know how to install an API
Stand-alone tools (e.g. application server, ERP package, database tool)</p>
        <p>Public datasets or services (e.g. for testing newly implemented client…</p>
        <p>We found that looking for documentation how to use specific game APIs (61.8% of
respondents), specific algorithms (to assess players’ learning outcomes, increase their
motivation, etc.) (58.8%), and code snippets to use as references examples (58.8%)
were the most common motivations. Followed by solutions to fix bugs (50%), tools for
analyzing and checking the performance of games (50%), and third-party libraries
(50%).</p>
        <p>Search Approach. To explore how serious games developers go about finding
help, we asked respondents about the approaches they frequently use to find
search software and related information, e.g. asking colleagues. Answer
options were nonexclusive multiple choices, including “Other” option with a field
for free-text input. Figure 2 provides a summary of our findings. 31 participants
answered this question. The result shows that asking colleagues or fellow
students (67.7% of participants), using general-purpose search engines
(64.5%), visiting standard web pages (54.8%), and searching public software
repositories (45.2%) were the most common approach used by the
respondents. Others included social network resources (Youtube Tutorials) and
specific web site (Asset Store). Figure 3 summarizes the most popular online web
pages consulted by 33 respondents. Other include
“developers.google.com/games”. In total 5 online sites have been named by
the respondents, whereby GitHub (69% of respondents) and Stack Overflow
(69%) are the most popular, followed by Asset Store sites (for unity and unreal
game engines) (33%). This result shows evidence about the importance of
social networks and online communities for serious games development.
25 (67.7%)</p>
        <p>Asking colleagues or fellow students
Searching using general-purpose search engines (e.g.</p>
        <p>Google, Bing, Yahoo, Ask)
Visiting standard web pages (web tutorials, blogs, etc.)</p>
        <p>Searching public software repositories (Bitbucket,</p>
        <p>SourceForge, GitHub, ProjectLocket, etc.)
Searching using a code search engines (e.g. Google</p>
        <p>Code Search, Koders, Krugle, Codase)</p>
        <p>Looking in scientific literature
Searching using standard software (Adobe Reader,</p>
        <p>Microsoft Word, etc.)
Searching my company repositories or knowledge</p>
        <p>base
Asking or searching mailing list archives or discussion
forums</p>
        <p>Challenges in Software Search. To understand the different challenges while
seeking software and related information, we asked respondents what can prevent them
to find (Figure 4) and reuse (Figure 5) what they found on the Internet. Respondents
could select challenges in a multiple-choice box or extend the list with the “Other”
option. Figure 4 reveals that 65.6% of our respondents had difficulty to find help online
because of the following problems: requirement was too unique (65.6%) (which
suggest that, in some special context, they might not know what exactly to search for),
unable to locate close match (code snippet) to use as reference example (40.6%), wrong
search queries formulated (37.5%), and too many alternative solutions to choose from
(31.3%). Our survey also reveals that “poor formatted source code” (18.8%) could not
prevent serious games developers to find software although this may affect the
detection of reference examples (close match). Figure 5 summarizes the results about
the challenges while seeking software for reuse. Incomplete functionality (59.4% of
respondents), poor documentation (56.3%) were the most difficult challenges to
software reuse. Followed by too much effort to integrate third-party libraries (43.8%),
lack of testing instructions (40.6%), and incompatibility with the target system (40.6%).</p>
        <p>My requirement was too</p>
        <p>unique
Unable to locate any close
matching code snippet to…</p>
        <p>Wrong search queries</p>
        <p>formulated</p>
        <p>Too many alternative
solutions to choose from
Lack of help by the online</p>
        <p>community
Too many options on</p>
        <p>where to search
Search queries too unique
for my specific task
Poor formatting of the
piece of code
sFoTFeIbihgNaisusDrtrcaqehwculiehen4sasg:ttitohyRonoaneotulsifmpnfneoeaerneyesiddnheeaasdtvhmetteouohltpidintpaehdlseveete,crlehqowdouphiecyyaseoottiubouraonrraxgeb“waiWlsmiittohhyemia?tlonee” fqoyFrtuoiegheueuestrrtmieeoxra5nety:louaRfhntfeeadesdverpereoidn“nfaOfasocemtrehsmudetlrota”iint.tphilAoeetnhncqeshyuwoeopiesuactrsieoftcobnhtuooo“xniWcRdweEhsiotaUnhwtSaetanErhreeaetdnIhsdonoeintmteeisorxoenncfoatleuwbltss”sailt.vroaTeetc.hfloeoAirssr
additional slot for free text under “Other”. Answer total of 32 survey respondents answered this question. A total of
choices were nonexclusive. A total of 32 survey 32 survey respondents answered this question..
respondents answered this question. A total of 32
survey respondents answered this question.</p>
        <p>Search Case Experience. We wanted to learn more about how respondents seek
software, so we sought examples of participants’ past experiences. We asked the
following questions: “Please describe one or more situations when you were trying
to find a specific software or any software-related information on the Web. What
were you trying to find? How did you formulate your search queries? What
approaches did you use? What problems did you have to find and/or reuse what
you found? And how useful was the search result?”
The survey form provided a text editing field where participants could write their
responses in free-form text. We received a total of 12 responses, of which 8 contained
substantial details about past search experience. Table 1 provides three examples taken
from among those 8 responses. The analysis of these examples provides evidence that
serious games developers are trying to overcome the permanent information overload
found in existing search engines (like Google). They seek advanced search features
such as filtering by a specific programming language (#User1), or how to optimize
search queries by describing the search context with keywords (#User3).
#User1 – Unity supports multiple script languages (js, C#) and ui options to do one thing.
Often this is a problem with normal search engines like google because you can't filter for
a specific language and get a lot of code snippets you can't use. For example when you
want to add an gravityfield to an object in c# and search for "unity add gravityfield" you find
a good answer in the unity forum for js but nothing for c#.
#User 2 – I start with 2 /3 words. If no significant result i add another word . Problem: too
many sponsored responses within the top results
#User3 – Once I searched for a tool that could generate JavaScript code for a node server.
My main search terms where "swagger", "node", "code gen". Unfortunately the search
engine just returned a lot of bullshit like a small project called "swagger-node-codegen"
(written in JavaScript). Nothing really helpful for me and my purpose. After several days of
investigation, I found a code generation tool, written in Java, which also produces/generates
JavaScript (NodeJS-Server) code.</p>
        <p>I think, the main problem was, that the search terms I used where to "generic" for this specific
search request and even in different conjunction there are too much "possibilities" about what
I could have needed. In other words - I was not able to describe my requirements in a unique
and distinct search request. What I missed was the possibility to describe my context!
For example, that I need the resulted code to be JavaScript, not that the generator is
written in JavaScript.</p>
        <p>Information Desire about Software. To help inform the development of advanced
search tools, we sought to determine what kind of features our respondents would like
to see implemented in future search systems. We posed the following question to all
participants “What issue(s) do you think needs to be addressed in existing search
mechanisms and/or tools to support serious game development?” (Figure 6). The
question was in form of a multiple choice box with an “Other” option as free text. As
shown in Figure 6 “Outdated exclusion” and “Content context-sensitive search” were
added to the Other option. The analysis of responses to this question reveals that there
is a need for more sophisticated filtering and query features that are well integrated with
existing search engines, are easy to use and can optimize search results based on the
user’s context more efficiently.</p>
        <p>More research in the effectiveness of search</p>
        <p>engines
More options for excluding unnecessary search</p>
        <p>results
Making advanced search features easily</p>
        <p>accessible for less experienced users</p>
        <p>More public funding of research and projects
More options for ranking search results based on
the current search context</p>
        <p>Other - Outdated exclusion
Other - Content context sensitive search
1
1
10
12
13
14
16</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>Discussion and Conclusion</title>
      <p>Overall, the feedback gathered in this study shows that specific online tools (like search
engines, public software repositories, and Q&amp;A sites) are relevant for (serious) games
development, because they can provide different kind of help (instructions, algorithms,
and tools) that can facilitate and accelerate the development of serious games. Also,
this survey provides evidence about the need for more advanced search engines with
sophisticated query and filtering facilities.</p>
    </sec>
    <sec id="sec-5">
      <title>Acknowledgement References</title>
      <p>This research was partially funded by the European Union’s Horizon 2020 research and
innovation programme under grant agreement No 644187, the RAGE project
(www.rageproject.eu).
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