M. Zyda, From visual simulation to virtual reality to games, Computer, vol.38, issue.9, pp.25-32, 2005.
DOI : 10.1109/MC.2005.297

J. Blow, Game Development, Queue, vol.1, issue.10, pp.28-37, 2004.
DOI : 10.1145/971564.971590

C. E. Crooks, Awesome 3D Game Development: No Programming Required, Cengage Learning, 2004.

D. Callele, Emotional Requirements, IEEE Software, vol.25, issue.1, pp.43-45, 2008.
DOI : 10.1109/MS.2008.5

A. Ampatzoglou and I. Stamelos, Software engineering research for computer games: A systematic review, Information and Software Technology, vol.52, issue.9, pp.888-901, 2010.
DOI : 10.1016/j.infsof.2010.05.004

C. M. Kanode and H. M. Haddad, Software Engineering Challenges in Game Development, 2009 Sixth International Conference on Information Technology: New Generations, pp.260-265, 2009.
DOI : 10.1109/ITNG.2009.74

D. Callele, Requirements engineering and the creative process in the video game industry, 13th IEEE International Conference on Requirements Engineering (RE'05), pp.240-250, 2005.
DOI : 10.1109/RE.2005.58

L. Bishop, Designing a PC game engine, IEEE Computer Graphics and Applications, vol.18, issue.1, pp.46-53, 1998.
DOI : 10.1109/38.637270

T. C. Cheah and K. Ng, A practical implementation of a 3D game engine, Proc. Computer Graphics, Imaging and Vision: New Trends, 2005. International Conference on, pp.351-358, 2005.

R. Darken, The Delta3D Open Source Game Engine, IEEE Computer Graphics and Applications, vol.25, issue.3, pp.10-12, 2005.
DOI : 10.1109/MCG.2005.67

E. Folmer, Component Based Game Development?A Solution to Escalating Costs and Expanding Deadlines? Component-Based Software Engineering, pp.66-73, 2007.

C. A. Antonio, Using a Game Engine for VR Simulations in Evacuation Planning, IEEE Comput. Graph. Appl, vol.28, issue.3, pp.6-12, 2008.

C. Bouras, Networking Aspects for Gaming Systems, 2008 Third International Conference on Internet and Web Applications and Services, p.pp, 2008.
DOI : 10.1109/ICIW.2008.70

URL : http://ru6.cti.gr/ru6/publications/3892ICIW2008_bouras.pdf

J. Smed, A review on networking and multiplayer computer games, Citeseer, 2002.

T. Hampel, A peer-to-peer architecture for massive multiplayer online games Book A peer-to-peer architecture for massive multiplayer online games, Series A peer-topeer architecture for massive multiplayer online games, p.pp, 2006.

T. Triebel, Peer-to-peer infrastructures for games Book Peer-to-peer infrastructures for games, Series Peer-to-peer infrastructures for games, 2008.

W. Cai, A scalable architecture for supporting interactive games on the internet, Proc. Proceedings of the sixteenth workshop on Parallel and distributed simulation, pp.60-67, 2002.

E. F. Anderson, The case for research in game engine architecture Book The case for research in game engine architecture, Series The case for research in game engine architecture, p.pp, 2008.

S. Caltagirone, Architecture for a massively multiplayer online role playing game engine, J. Comput. Small Coll, vol.18, issue.2, pp.105-116, 2002.

J. Plummer, A flexible and expandable architecture for computer games, 2004.

P. V. Gestwicki, Computer games as motivation for design patterns, ACM SIGCSE Bulletin, vol.39, issue.1, pp.233-237, 2007.
DOI : 10.1145/1227504.1227391

A. Ampatzoglou and A. Chatzigeorgiou, Evaluation of object-oriented design patterns in game development, Information and Software Technology, vol.49, issue.5, pp.445-454, 2007.
DOI : 10.1016/j.infsof.2006.07.003

D. Nguyen and S. B. Wong, Design patterns for games Book Design patterns for games, Series Design patterns for games, p.pp, 2002.

W. Scacchi, Free and open source development practices in the game community, IEEE Software, vol.21, issue.1, pp.59-66, 2004.
DOI : 10.1109/MS.2004.1259221

F. Petrillo, What went wrong? A survey of problems in game development, Computers in Entertainment, vol.7, issue.1, pp.1-22, 2009.
DOI : 10.1145/1486508.1486521

K. Flood, Game unified process, GameDev. net, 2003.

F. Petrillo and M. Pimenta, Is agility out there?, Proceedings of the 28th ACM International Conference on Design of Communication, SIGDOC '10, pp.9-15, 2010.
DOI : 10.1145/1878450.1878453

K. Schwaber and M. Beedle, Agilè Software Development with Scrum, 2002.

V. R. Basili, Software modeling and measurement: the Goal/Question/Metric paradigm, 1992.

C. Wohlin, Experimentation in software engineering, 2012.

R. Likert, A technique for the measurement of attitudes, Archives of psychology, 1932.

N. Nordmark, Software Architecture and the Creative Process in Game Development, 2012.

T. Hsiao and S. Yuan, Practical Middleware for Massively Multiplayer Online Games, IEEE Internet Computing, vol.9, issue.5, pp.47-54, 2005.
DOI : 10.1109/MIC.2005.106

L. Bass, Software Architecture in Practice, p.624, 2012.

B. Boehm and V. R. Basili, Software Defect Reduction Top-10 List, Foundations of empirical software engineering: the legacy of Victor R. Basili, 2005.
DOI : 10.1007/3-540-27662-9_26

E. Bethke, Game Developer's Guide to Design and Production, 2002.

P. Stacey and J. Nandhakumar, Opening up to agile games development, Communications of the ACM, vol.51, issue.12, pp.143-146, 2008.
DOI : 10.1145/1409360.1409387

P. Sweetser and J. Wiles, Scripting versus emergence: issues for game developers and players in game environment design, International Journal of Intelligent Games and Simulations, vol.4, issue.1, pp.1-9, 2005.

W. White, Better scripts, better games, Communications of the ACM, vol.52, issue.3, pp.42-47, 2009.
DOI : 10.1145/1467247.1467262

URL : http://dl.acm.org/ft_gateway.cfm?id=1467262&type=pdf

A. Rollings and D. Morris, Game Architecture and Design -A New Edition, 2004.

M. Mcshaffry, Game coding complete, Cengage Learning, 2013.

J. L. Sánchez, From usability to playability: Introduction to player-centred video game development process, Human Centered Design, pp.65-74, 2009.

H. Desurvire and C. Wiberg, Game Usability Heuristics (PLAY) for Evaluating and Designing Better Games: The Next Iteration, Online Communities and Social Computing, pp.557-566, 2009.
DOI : 10.1145/259963.260531

S. Laitinen, Better games through usability evaluation and testing, 2005.

J. Hayes, The code/art divide: How technical artists bridge the gap, Game Developer Magazine, vol.14, issue.7, p.17, 2007.