{'fraction_non_alphanumeric': 0.012048192771084338, 'fraction_numerical': 0.0, 'mean_word_length': 5.154320987654321, 'pattern_counts': {'":': 0, '<': 0, '<?xml version=': 0, '>': 0, 'https://': 0, 'lorem ipsum': 0, 'www.': 0, 'xml': 0}, 'pii_count': 0, 'substrings_counts': 0, 'word_list_counts': {'cursed_substrings.json': 0, 'profanity_word_list.json': 0, 'sexual_word_list.json': 0, 'zh_pornsignals.json': 0}}
A Case Study in Software Product Lines - The Case of the Mobile Game Domain

Software product lines (SPL) processes are gradually being adopted by many companies in several domains. A particular domain where the adoption of such processes may bring relevant benefits is the mobile applications domain given the big diversity of handsets, although the characteristics of this domain usually create barriers to apply these processes in practice, such as, restrictions of memory size and processing power and different API implementations by different manufacturers. In this context, this work presents briefly a practical approach to implement core assets in a SPL applied to the mobile game domain combining the good practices from the already published processes and describes in details a case study performed with the application of this approach, based on three different adventure mobile games. The results of the case study have shown the approach can be suitable for the domain in question.