The Capstone game factory: From throwaway projects to legacy software

Abstract Gamification (the use of game elements in non-game contexts) and serious games (fully-fledged games designed for a primary purpose other than pure entertainment) have demonstrated significant potential for enhancing engagement in software engineering education. However, high-quality serious games are resource-intensive to develop and difficult to maintain within the constraints of an academic semester. Consequently, many promising student-developed prototypes rapidly deteriorate into academic abandonware due to the lack of a sustainable maintenance life cycle. To address this issue, we propose the Capstone game factory , a theoretical three-phase circular development model in which serious games are treated as living legacy software rather than throwaway assignments. Senior students in Capstone courses act as maintainers and co-designers, inheriting and refactoring previous cohorts’ work, while junior students contribute educational content. Together, they drive the Brownfield evolution of the software. While full validation of the longitudinal life cycle remains future work, this paper empirically validates its enabling handover mechanism: Phase 2: Expert audit & analysis. To operationalize the maintenance handover, we adapted the MEEGA+ (Model for the Evaluation of Educational Games) and Hexad (Gamification User Types Framework) frameworks into a heuristic inspection protocol. By applying this expert audit to three distinct student prototypes, we demonstrate how assessing gamification debt and design misalignment in legacy artifacts can generate a prioritized maintenance backlog for future students. This approach lays the foundation for transforming the educational constraint of short semesters into a pedagogical advantage, teaching students the vital industrial skills of brownfield development and software maintenance.

Authors

Institutions

Publication Details

Journal
Software Quality Journal
Published
2026-08-14
DOI
https://doi.org/10.1007/s11219-026-09780-5
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00

Funders

Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

The Capstone game factory: From throwaway projects to legacy software

Maura Cerioli, Giovanni Lagorio, Marina Ribaudo
Software Quality Journal
Educational Games and Gamification
article

The Capstone game factory: From throwaway projects to legacy software

Maura Cerioli, Giovanni Lagorio, Marina Ribaudo
article en

Abstract

Abstract Gamification (the use of game elements in non-game contexts) and serious games (fully-fledged games designed for a primary purpose other than pure entertainment) have demonstrated significant potential for enhancing engagement in software engineering education. However, high-quality serious games are resource-intensive to develop and difficult to maintain within the constraints of an academic semester. Consequently, many promising student-developed prototypes rapidly deteriorate into academic abandonware due to the lack of a sustainable maintenance life cycle. To address this issue, we propose the Capstone game factory , a theoretical three-phase circular development model in which serious games are treated as living legacy software rather than throwaway assignments. Senior students in Capstone courses act as maintainers and co-designers, inheriting and refactoring previous cohorts’ work, while junior students contribute educational content. Together, they drive the Brownfield evolution of the software. While full validation of the longitudinal life cycle remains future work, this paper empirically validates its enabling handover mechanism: Phase 2: Expert audit & analysis. To operationalize the maintenance handover, we adapted the MEEGA+ (Model for the Evaluation of Educational Games) and Hexad (Gamification User Types Framework) frameworks into a heuristic inspection protocol. By applying this expert audit to three distinct student prototypes, we demonstrate how assessing gamification debt and design misalignment in legacy artifacts can generate a prioritized maintenance backlog for future students. This approach lays the foundation for transforming the educational constraint of short semesters into a pedagogical advantage, teaching students the vital industrial skills of brownfield development and software maintenance.

Software Quality JournalVol. 34(3)
University of Genoa (IT)
Università degli Studi di Genova
Responsible consumption and production
Openalex Percentile: Top 4%
Educational Games and Gamification
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.