1 Towards a new requirements’ definition methodology using ontologies for Pervasive Games Based Learning Systems Yemna MEJBRI 1,4 , Maha KHEMAJA 2,4 and Kaouther RAIES 3,4 1 National School of Computer Sciences, University of Manouba 2 Higher Institute of Applied Sciences and Technology, University of Sousse 3 Faculty of Economic Sciences and Management, University of Sfax 4 PRINCE Research Group, ISITCom, Sousse Abstract Since a Pervasive Games Based Learning System (PGBLSs) is considered as technology enhanced learning system, it becomes important to enhance the development process. Despite the growing presence of mobile devices and the wireless network communication technologies, users needs satisfaction is particularly challenging due to problems arising from the highly dynamic environments in which services will operate. We propose, in this paper, a semantic model driven requirements engineering process in order to improve the development of PGBLSs. This model is based on an ontology of requirements (RO) as a powerful formalism to assist requirements' analysts for fulfilling changing requirements in PGBLSs dynamic contexts. In such environments, analysts have to establish the relative priorities of requirements for resolving conflicting requests. For this issue, a requirements analysis technique is also proposed. Keywords: Pervasive Games based Learning Systems, Ontology, Requirements Engineering, Analysis technique, Game Theory. Received on 19 November 2016, accepted on 5 December 2017, published on 4 January 2018 Copyright © 2018 Yemna MEJBRI et al., licensed to EAI. This is an open access article distributed under the terms of the Creative Commons Attribution licence (http://creativecommons.org/licenses/by/3.0/), which permits unlimited use, distribution and reproduction in any medium so long as the original work is properly cited. doi: 10.4108/eai.4-1-2018.153533 1. Introduction PGBLSs were born in the interplay of several subsystems. As such, a PGBLS includes the pervasive computing trend which aims to open up the design space of games by expanding the contractual magic circle of play spatially, temporally or socially [1]. Thus, pervasive games (PG) constitute the central stone of a PGBLS. Within a PG, a player may have effective and interactive experiences that motivate and engage her/him in the learning process by putting him/her into virtual environment of learning. PGBLSs demand operating in highly dynamic environments and adapting to the current and changing requirements of the user’s context. In general terms, context can be seen as being “any information used to characterize the situation of an entity. An entity is a person, place or object that is considered relevant to the interaction between a user and an application, including the user and the application themselves[2]. Context information does not only describe static invariants aspects, but also it is characterized by frequent changes and dynamic information. As we move into a new era of dynamic context, more attention is needed to support the requirements of PGBL systems and allow their evolution at runtime. Once a set of new PGBLSs requirements are identified, it is difficult to implement all of them due to time, resource and budget constraints. PGBLSs requirements should often be implemented in stages, and their analysis helps determining which ones should be implemented first. A function can always be added and the user interface enhanced. Some requirements are critical for the success of the system. Hence, requirements should be analyzed so that the ones that are most likely to achieve customer ’s satisfaction can be selected for implementation. Due to the emergence of studies on technology enhanced learning systems, the capacity to build pervasive games EAI Endorsed Transactions on Serious Games Research Article EAI Endorsed Transactions on Serious Games 12 2016 - 12 2017 | Volume 4 | Issue 14 | e5