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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
871

Um método de desenvolvimento de software combinando linha de produto de software com scrum: estudo de caso sistema de navegação de TV

Santos Júnior, Antônio Ferreira dos 23 August 2010 (has links)
Made available in DSpace on 2015-04-22T22:00:52Z (GMT). No. of bitstreams: 1 Dissertacao_antonio_ver_12.pdf: 602549 bytes, checksum: f4b20bf4513c0983ee97d39a99a89a2d (MD5) Previous issue date: 2010-08-23 / FAPEAM - Fundação de Amparo à Pesquisa do Estado do Amazonas / The industry, to reach more consumers, has adopted the mass customization concept to develop several and different products sharing the same components, in other words, launch similar products attending specific requirements from several market segments. The methodology used to develop software for mass customization is the software product line engineering (SPLE) that uses component reuse concepts in an efficient and systematic way, resulting on several software products sharing a common platform, which are part of a software product line (SPL). Scrum is an agile process that can be used to manage and control complex product and software development by using iterative and incremental practices. It was invented to rapidly drive new products to market, and was designed for hyper productive teams where productivity increases by 5-10 times over industry averages and many collocated teams have achieved this effect. Both, SPLE and Scrum, are designed to develop software products in a productive way, but SPLE has adopted the systematic reuse as its main principle, and Scrum has adopted the self-management teams and agile manifesto. This M.Sc. thesis shows the ScrumPL, a method combining both SPLE and Scrum methodologies based on their input and output needs and the Scrum lifecycle. This process was applied to develop a TV navigation system SPL, with one of the digital TV standards (ISDB-TB, DVB or ATSC), one language, for low-end, mid-end or high-end set-top-box market segment. / A indústria, para alcançar um número maior de consumidores, tem adotado o conceito de customização em massa, ou seja, lançar produtos similares, mas que atendam a requisitos específicos de vários nichos de clientes. A metodologia que trata de desenvolvimento de software voltado à customização em massa é a engenharia de linha de produto de software (SPLE), a qual busca reutilizar componentes de software de forma sistemática e eficiente resultando nas linhas de produto de software (SPL). Scrum é um método ágil usado para gerenciar e controlar o desenvolvimento de produtos e softwares complexos através de um processo iterativo e incremental, que foi criado para introduzir novos produtos no mercado de forma rápida. Esse método tem apresentado ganhos de produtividade de 5 a 10 vezes maior que a média da indústria convencional de desenvolvimento de software. Ambas as metodologias são projetadas para desenvolver produtos de software de forma produtiva, onde a SPLE adota o reuso sistemático de componentes como seu principal princípio, ao passo que o método Scrum lança mão de times auto-gerenciados e do manifesto ágil como os seus. Este trabalho apresenta e discute um processo, denominado ScrumPL, que combina ambas as metodologias para o desenvolvimento de SPLs, baseando-se nas entradas e saídas de cada etapa do Scrum e da SPLE. Por fim é discutida a aplicação deste novo processo no desenvolvimento de uma linha de produto de software de um sistema de navegação de TV digital interativa voltada para três seguimentos de mercado, três padrões de TV digital (ISDB, DVB e ATSC) e vários idiomas.
872

Sistema multiagente para análise de aderência e melhoria do processo de desenvolvimento ágil FDD baseado no modelo de qualidade CMMI

Shia, Khaohun 25 August 2015 (has links)
Made available in DSpace on 2016-03-15T19:37:56Z (GMT). No. of bitstreams: 1 KHAOHUN SHIA.pdf: 2242262 bytes, checksum: 97a46586e1ac55fd1097f77a932ad878 (MD5) Previous issue date: 2015-08-25 / In a competitive market of software, companies seek an agile development process with quality. Faced with this challenge, the companies target is a certification to prove the ability to produce a high quality product by following a defined process, for example, Capability Maturity Model Integration for Development (CMMI-DEV). To achieve this goal, the company hires experts to change the existing process, which represents a high cost for small and medium-sized businesses. The assumption in this work is to evaluate the possibility of using an agile methodology which adheres to CMMI-DEV. Feature Driven Development (FDD) was the agile methodology selected to assess their adherence to Project Planning area of CMMI-DEV. The evaluation of specific practices was automated by the multi-agent system with two ontologies. The first of them is the Ontology CMMI/FDD, which defines the concepts and the relationship of FDD with these specific practices. The second is the Ontology of Project Planning Document that defines the concepts used in sections of the Project Planning documents. The mapping between the specific practices and implementation was performed by intelligent mapping agents. The results obtained shown that it is possible to automate the process of evaluation of specific practices by the evidences in sections of the documents, reducing the costs involved in hiring a specialist of CMMI. The evaluation of Intelligent Agents of Specific Practices shown that the FDD partially attends to the specific practices, being necessary to change the two documents elaborated from the FDD Document (Project Plan and List of Functionality) and add three auxiliary documents (Risk Management, Data Management and Training Management) to meet all the specific practices of the Project Planning Area of the CMMI-DEV. / Em um mercado competitivo de desenvolvimento de software, as empresas buscam um processo ágil com qualidade. Diante desse desafio, procuram uma certificação para comprovar a capacidade de produzir com qualidade, seguindo um processo definido, por exemplo, o Capability Maturity Model Integration for Development (CMMI-DEV). Para atingir essa meta, a empresa contrata especialistas para alterar o processo existente, o que representa um alto custo para empresas de pequeno e médio porte. A hipótese neste trabalho é avaliar a possibilidade de utilizar uma metodologia ágil aderente ao CMMI-DEV. O Desenvolvimento Guiado por Funcionalidades (FDD) é a metodologia ágil selecionada para computar a sua aderência em relação à área de Planejamento de Projetos do CMMI-DEV. A avaliação das práticas específicas foi automatizada por um sistema multiagentes com duas ontologias. A primeira delas é a ontologia CMMI/FDD, que define os conceitos e a relação do FDD com essas práticas específicas. A segunda é a ontologia dos Documentos do Planejamento de Projeto, que define os conceitos utilizados nas seções dos documentos do Planejamento de Projeto. O mapeamento entre a prática específica e a implementação nas seções de documentação foi realizado pelos Agentes Inteligentes de Mapeamento. Os resultados obtidos mostram que é possível automatizar o processo de avaliação das práticas específicas, mostrando as evidências nas seções dos documentos, reduzindo os custos envolvidos na contratação de um especialista em CMMI. A avaliação dos Agentes Inteligentes de Práticas Específicas mostra que o FDD atende parcialmente às práticas específicas, sendo necessário alterar os dois documentos elaborados a partir do documento do FDD (Plano de Projeto e Lista de Funcionalidade) e adicionar três documentos auxiliares (Gestão de Risco, Gestão de Dados e Gestão de Treinamento) para satisfazer a todas as práticas específicas da área de Planejamento de Projeto.
873

Rehearsal: Um arcabouço para teste automatizado de coreografias de serviços web / Rehearsal: A framework for automated testing of web service choreographies

Felipe Meneses Besson 14 September 2012 (has links)
Servicos web sao componentes de software fracamente acoplados projetados para promover a comunicacao interoperavel entre aplicacoes na Internet. O acesso a servicos web da-se de maneira padronizada (via protocolos definidos pelo W3C), independente da linguagem de programacao, sistema operacional ou plataforma em que sao desenvolvidos. Devido a essas caracteristicas, servicos simples podem ser combinados em servicos mais completos. Coreografia consiste em uma abordagem descentralizada para a composicao de servicos. Diferentemente de orquestracoes, abordagem na qual servicos distribuidos sao coordenados de modo centralizado, a interacao entre os servicos de uma coreografia e colaborativa e a coordenacao descentralizada. Apesar das vantagens, o desenvolvimento de coreografias, incluindo as atividades de testes, nao e algo consolidado. O objetivo desta dissertacao foi desenvolver uma arcabouco de teste que facilite o uso de Desenvolvimento Guiado por Testes (Test-Driven Development, TDD) em coreografias de servicos web. Rehearsal, o arcabouco proposto, fornece funcionalidades para o teste automatizado de (i) servicos web atomicos (teste de unidade); (ii) composicao de servicos (teste de integracao) e (iii) uma parte ou toda a coreografia (teste de aceitacao). Esses testes podem ser implementados utilizando funcionalidades do arcabouco, tais como a criacao dinamica de clientes para servicos web, o interceptador de mensagens e a abstracao da coreografia em objetos Java. Alem disso, Rehearsal facilita a criacao e uso de Mocks de servicos web, uma importante pratica de TDD. Além de avaliar o arcabouco desenvolvido, um estudo ex- ploratorio qualitativo foi conduzido com estudantes de Ciencia da Computacao. De acordo com os resultados obtidos, as funcionalidades do Rehearsal mostraram-se adequadas para a utilizacao de TDD em coreografias de servicos web. / Web services are loosely-coupled software components designed to support interoperable machine- to-machine interaction over the Internet. To achieve such interoperability, web services are accesible through W3C web standards, independently of which language, operating system, or hardware platform they are developed. Due to these characteristics, simple web services can be combined in more complex ones. Choreographies are a distributed approach for composing web services. Compared to orchestrations, which have a centralized approach to distributed service management, the interaction among the choreographed services is collaborative with decentralized coordination. Despite the advantages, choreography development, including the testing activities, is not consolidated. The goal of this research is to develop a testing framework to support Test-Driven Development (TDD) of choreographies. Rehearsal, the proposed framework, provides features for automating the testing of (i) atomic web services (unit testing); (ii) their integration in the choreography (integration testing); and (iii) part of or the entire choreography (acceptance testing). These several levels of testing are implemented by using framework features such as the dynamic generation of web service clients, message interception, and the abstraction of the choreography into Java objects. In addition, Rehearsal supports important practices of TDD such as service mocking. To assess the developed framework, we conducted a qualitative exploratory study with Computer Science students. According to the results obtained, the features of Rehearsal were adequate for applying TDD to web service choreography development successfully.
874

Digital games platforms: a literature review, an empirical assessment of quality and exclusivity in video-game market and a study on project management. / Plataforma de jogos digitais: uma revisão da literatura, uma avaliação empírica de qualidade e exclusividade no mercado de video-game e um estudo sobre gestão de projeto.

Marcelo Makoto Higuchi 04 April 2018 (has links)
Digital games are part of the creative industries, which is based on value creation through ideas and creativity. This market has gained relevance due to technology development that attracted both new firms and users. The present dissertation aims to explore three themes: (1) video game market as a two-sided market; (2) the effects of characteristics and behavior of game titles on consoles sales; and (3) project management to develop digital games. Those themes were explored through three articles: the first is a literature review and a bibliometric study of the economic concepts on two-sided market, which focused at identifying main topics, research trends and avenues for futures research. The second text is an analysis on the simultaneous influence of games\' quality and exclusivity on console sales. The last one is a qualitative, multiple-case study to understand, explore and suggest improvements to game project management in the Brazilian market. Findings include: (1) the main authors and topics, trends and developments, from and avenues for future research; (2) combinations of quality and exclusivity can affect console sales either positively or negatively, (3) quality has a predominant effect on sales over games non-exclusivity; and (4) the use of agile methodologies and Design Thinking are diffused among game developers. / Sem resumo.
875

Método Ágil aplicado ao desenvolvimento de software confiável baseado em componentes / Reliable component-based software development with Agile Method

Braz, Alan, 1980- 23 August 2018 (has links)
Orientador: Cecília Mary Fischer Rubira / Dissertação (mestrado) - Universidade Estadual de Campinas, Instituto de Computação / Made available in DSpace on 2018-08-23T09:09:24Z (GMT). No. of bitstreams: 1 Braz_Alan_M.pdf: 1903353 bytes, checksum: 9bff9aefdcc11d6d8fe46490302d6291 (MD5) Previous issue date: 2013 / Resumo: Os Métodos Ágeis, ou Desenvolvimento Ágil de Software (DAS), tem se popularizado, na última década, por meio de métodos como Extreme Programming (XP) e Scrum e isso fez com que fossem aplicadas no desenvolvimento de sistemas computacionais de diversos tamanhos, complexidades técnica e de domínio, e de rigor quanto à confiabilidade. Esse fato evidencia a necessidade de processos de desenvolvimento de software que sejam mais rigorosos e que possuam uma quantidade adequada de modelagem e documentação, em especial no que concerne ao projeto arquitetural, com o objetivo de garantir maior qualidade no seu resultado final. A confiabilidade pode ser alcançada adicionando elementos de tratamento de exceções às fases iniciais do processo de desenvolvimento e à reutilização de componentes. O tratamento de exceções tem sido uma técnica muito utilizada na verificação e na depuração de erros em sistemas de software. O MDCE+ é um método que auxilia a modelagem do comportamento excepcional de sistemas baseados em componentes que, por ser centrado na arquitetura, melhora a definição e a análise do fluxo de exceções entre os componentes do sistema. Este trabalho propõe uma solução para guiar o desenvolvimento de sistemas confiáveis baseados em componentes por meio da adição de práticas do MDCE+ ao Scrum, resultando no método Scrum+CE (Scrum com Comportamento Excepcional). Esse processo passa a expor os requisitos excepcionais em nível das Estórias de Usuário, adiciona testes de aceitação mais detalhados, obriga a criação do artefato de Arquitetura Inicial e adiciona um novo papel de Dono da Arquitetura. Como forma de avaliar esse método proposto, foi realizado um experimento controlado com três equipes, que desenvolveram um sistema com requisitos de confiabilidade, utilizando Scrum e Scrum+CE. Foram coletadas métricas para comparar a eficiência do novo processo e o resultado obtido, com a utilização do Scrum+CE, foi à produção de software com melhor qualidade, porém com menor número de funcionalidades / Abstract: Agile Software Development (ASD) has been on mainstream through methodologies such as Extreme Programming (XP) and Scrum in the last decade enabling them to be applied in the development of computer systems of various size, technical and domain complexity and degress of reliability. This fact highlights the need for software development processes that are accurate and have an adequate amount of modeling and documentation, especially regarding the architectural design, aiming to increase the quality of the end result. The reliability can be achieved by adding elements of exception handling at early stages of development and through components reuse. Exception handling has been a widely used technique in detecting and fixing errors in software systems. The MDCE+ is a method that assists exceptional behavior modeling at components based systems, which is architecture-centric what improves the definition and flow analysis of exceptions between system components. This paper proposes a solution to guide the development of reliable systems based on components by adding MDCE+ practices to Scrum, resulting in the Scrum+CE method (Scrum with Exceptional Behavior). This process exposes the exceptional requirements, at the User Stories level, documents acceptance tests with more details, requires the creation of a high-level architecture artifact and adds a new role of Architecture Owner. In order to evaluate this proposed method, a controlled experiment was conducted with three teams, who developed a system with reliability requirements using Scrum and Scrum+CE. We collected metrics to compare the efficiency of the new process and the result was the production of software with better quality but with less features using Scrum+CE / Mestrado / Ciência da Computação / Mestre em Ciência da Computação
876

EXPLORING THE BENEFITS AND CHALLENGES OF APPLYING AGILE METHODS IN OFFSHORE DEVELOPMENT / EXPLORING THE BENEFITS AND CHALLENGES OF APPLYING AGILE METHODS IN OFFSHORE DEVELOPMENT

FAROOQ, USMAN, FAROOQ, MUHAMMAD UMAR January 2011 (has links)
Context: Global software development is the emerging trend in today’s world as it provides the software companies with certain advantages like access to skill and cheap labor, low development cost etc. There are also many challenges and risks involved in globally distributed software project as compare to co-located projects like communication, coordination and control etc. due to geographical separation. There is also a recent interest in applying agile methods in offshore projects in order to minimize certain offshore challenges. Agile methods in collocated environment demands high communication, coordination and collaboration between the team members. However implementing agile methods in distributed environment is beneficial and challenging too, because of inherited GSD challenges. Therefore, it is necessary to carefully understand the benefits and challenges of applying agile methods in distributed project before actually initiating the development. Objectives: This research study aims to look at current empirical evidence regarding benefits and challenges of applying agile methods in offshore projects, in order to understand it properly. Furthermore, we have examined that which of the benefits and challenges reported in literature can be seen in practice. This helped us in finding out the similarities and differences between the benefits and challenges that are reported in literature and in practice. Methods: To fulfill our aims and objectives we have first conducted the detailed systematic review analysis of the empirical studies from year 2000-2010. The systematic review approach helped us to collect and summarize the empirical data available regarding the benefits and challenges of applying agile methods in offshore projects. The research studies were identified from the most authentic databases that are scientifically and technically peer reviewed such as Inspec and Compendex, IEEE Xplore, ACM digital library, Springer Link, Science Direct, Google Scholar, Scopus, ISI Web of Knowledge and Willey Inter Science Journal Finder. Furthermore, industrial survey was conducted in order to identify whether the benefits and challenges enlisted in literature can be confirmed by practitioners. This helped us in determining the similarities and differences between benefits and challenges that are reported in empirical literature and industrial survey. Results: From systematic review results, we have found the list of benefits and challenges of most applied agile practices such as daily scrum meetings, sprint planning meetings, sprint review meetings, retrospective meetings, pair programming, short release and on-site customer. The most common benefits related to above identified agile practices are early problem identification, project visibility, increase communication, coordination and collaboration, trust, clarification of work and requirements, early client feedback and customer satisfaction. Similarly the most common challenges associated with above identified agile practices are lack of linguistic skills, culture differences and temporal differences. From survey result, it was found that the majority of benefits and challenges identified through literature review are prevalent in software industries to some extent. We were able to identify the benefits and challenges of agile practices such as daily scrum, sprint planning meetings, sprint review, retrospective meetings and short release. The most common benefits of above identified agile practices highlighted by survey participants are project visibility, early problem identification, increase coordination, opportunity for knowledge sharing and transferring, immediate feedback from client, and opportunity for understanding the task properly. Similarly the most common challenges identified by survey participants are language problems, temporal difference and difficult to explain and understand problems or issues over communication technologies. However, there are certain challenges like trust and culture issues, which have received most attention in the empirical literature, but are not identified by majority of industry respondents. Conclusions: From the information attained so far regarding the benefits and challenges of agile methods in offshore projects, we observed that there is an emerging trend of using agile methods in offshore projects and practitioners actually found it beneficial. The benefits of agile practices does not achieve straightaway there are certain challenging factors of GSD too, which can restrict the implementation or make the methodology not useful such as communication, coordination and collaboration. These challenges are usually occurred due to geographical separation, lack of trust and linguistic skills, culture difference etc. The presented work add contribution in a sense as to the best of our knowledge no systematic review effort has been done in this area with specifically focuses on highlighting the benefits and challenges. From survey results we found that majority of benefits and challenges highlighted by survey participants are to some extent same with what we have already studied in literature. However there are certain important challenges which have received most attention in empirical literature but were less identified by the survey participants like trust issue and culture difference. The benefits and challenges identified through industrial survey do not add much information into our attention. This does not mean that all possible benefits and challenges of applying agile methods in offshore project have been explored. The responses which were received from industry practitioners were quite few to make any kind of arguments. There is a probability that we missed the important benefits and challenges related to particular agile practices during our industrial survey. Therefore we conclude that a much thorough and inclusive answers should be required to identify the benefits and challenges of applying agile methods in offshore projects.
877

Scrum-processens påverkan på den inre projekteffektiviteten : En fallstudie av ett nationellt distribuerat Scrumteam / The Scrum process impact on the internal project efficiency : The case study of a nationally distributed Scrum team

Hodzic, Almir January 2017 (has links)
I en allt mer digitaliserad värld där systemutveckling sker i snabbare iterationer, uppstår ökade behov som behöver mötas av IT-konsultbolag i systemutvecklingsprojekt. Agila systemutvecklingsmetoder uppstod vid behov av lättrörliga systemutvecklingsmetoder. En av de mest tillämpade metoderna är Scrum, som är anpassad för små, samlokaliserade projekt. Den agila utvecklingsmetoden Scrum är en erkänd metodik inom systemutveckling som möjliggör noggrann utvärdering, testning och iteration inom utvecklingsprojekt. Populariteten av Scrum-metoden har ökat och det har medfört att organisationer med olika typer av strukturer blivit intresserade av att tillämpa Scrum-metoden på nationell och internationell nivå, vilket utmanar Scrum-metodens gränser och teorier. Meningen med Scrum-metoden var ursprungligen att effektivisera systemutvecklingsprojekt på lokal nivå. Distribueringen av Scrum-metoden utmanar därför gränserna och påverkar Scrum-metodens projekteffektivitet.   Syftet med denna kandidatuppsats i Informatik är att identifiera, beskriva och förklara förhållanden i en nationellt distribuerad Scrum-process som påverkar den inre projekteffektiviteten. Fallstudiemetoden brukades för denna uppsats, vilken har baserats på ett observationstillfälle hos fallföretaget samt intervjuer med fyra olika rollinnehavare inom fallföretaget. De viktigaste slutsatserna från denna uppsats visar att det finns ett antal förhållanden som påverkar det nationellt distribuerade teamets projekteffektivitet. Valet av releasecykelns struktur påverkar den inre projekteffektiviten, liksom valet av ett mer linjärt team. Fokus på specialkompetens och isolering gentemot kommunikation och samarbete kan påverka hur ett nationellt distribuerat team arbetar över kontorsgränserna. Det visar sig att förhållandena som uppstår ursprungligen har sin grund i hur teamets medlemmar enskilt uppfattar situationerna och att ett team med delade åsikter kan skapa liknande situationer. Slutligen kan synkroniseringen mellan det nationellt distribuerade teamets kontor ha en påverkan på förhållandena.
878

DIM : A systematic and lightweight method for identifying dependencies between requirements

Gomez, Arturo, Rueda, Gema January 2010 (has links)
Dependencies between requirements are a crucial factor for any software development since they impact many project areas. Nevertheless, their identification remains a challenge. Some methods have been proposed but none of them are really applicable to real projects due to their high cost or low accuracy. DIM is a lightweight method for identifying dependencies proposed on a previous paper. This paper presents an experiment comparing the sets of dependencies found by DIM and a method based on pair-wise comparison. The experiment was executed using a requirement specification for an open source project. These requirements were extracted by reverse engineering. Our results have provided evidence confirming that DIM finds more dependencies and its results (the dependencies identified) do not depend on the profile of the practitioner applying it. Another important result is that DIM requires fewer resources when applied, since it does not rely on pair-wise comparisons and it can be easily automated. / Avda. Espana 101 P6 Bj-E 28341, Madrid, Spain. Telephone number: +34627770492
879

A comparative study on Traditional Software Development Methods and Agile Software Development Methods

Aslam, Gulshan, Farooq, Faisal January 2011 (has links)
Everyone is talking about the software development methods but these methods are categorised into the different parts and the most important are two categories, one is agile software development methods and second is using the traditional software development methods. Agile software methods are relatively considered to be quick and for the small teams. Our main mission is to check which method is better from each other, so for that purpose we go out in the software development market to meet the professional to ask about their satisfaction on these software development methods. Our research is based on to see the suitable method for the professionals; see the challenges on the adoptability of methods and which method is quicker. To perform this study we have gone through a survey questionnaire, and results are analysed by using mixed method approach. Results shows that professionals from both types of methods are satisfied but professionals with traditional methods are more satisfy with their methods with respect to development of quality software, whereas agile professionals are more satisfied with their methods with respect of better communication with their customers. With agility point of view, our study says that both methods have characteristics which support agility but not fully support, so in such case we need to customize features from both types of methodologies.
880

Flow i fokus : processen att göra ett spel genom research through design / Focus on flow : the process of making a game through research through design

Bohlin, Felix, Persson, Niklas, Wallin, Daniel January 2012 (has links)
Starting out as a minor form of amusement, the game industry has become one of the most lucrative andsuccessful in the entertainment business competing against giants such as television, movies and music.As the internal competition within the developer community grows companies work hard at discoveringnew ways to attract and keep customers. By having a playcentric approach focusing on user experiencethey hope to achieve that goal. This thesis describes the process of designing a game with focus on theplayer. We apply the concept of flow on game development and investigate through research throughdesign if we are able to create a game that keeps the player in flow. Play tests showed several elements such as control issues and too difficult challenges early in the game,affecting the possibility for players to experience flow while playing. These negative factors came to becalled flowleakers. In the end, based on our play tests, we were able to conclude that we achieved ourgoal of making a game that generated flow.

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