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Cowboys, ankle sprains, and keepers of quality: how is video game development different from software development?

Published: 31 May 2014 Publication History

Abstract

Video games make up an important part of the software industry, yet the software engineering community rarely studies video games. This imbalance is a problem if video game development differs from general software development, as some game experts suggest. In this paper we describe a study with 14 interviewees and 364 survey respondents. The study elicited substantial differences between video game development and other software development. For example, in game development, “cowboy coders” are necessary to cope with the continuous interplay between creative desires and technical constraints. Consequently, game developers are hesitant to use automated testing because of these tests’ rapid obsolescence in the face of shifting creative desires of game designers. These differences between game and non-game development have implications for research, industry, and practice. For instance, as a starting point for impacting game development, researchers could create testing tools that enable game developers to create tests that assert flexible behavior with little up-front investment.

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Cited By

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  • (2024)Exploratory testing for platform video games: strategies and lessons learnedJournal on Interactive Systems10.5753/jis.2024.415615:1(657-669)Online publication date: 5-Jul-2024
  • (2024)RavenBuild: Context, Relevance, and Dependency Aware Build Outcome PredictionProceedings of the ACM on Software Engineering10.1145/36437711:FSE(996-1018)Online publication date: 12-Jul-2024
  • (2024)Improving Bug Reproduction through Game Engine State AnalysisProceedings of the ACM/IEEE 8th International Workshop on Games and Software Engineering10.1145/3643658.3643918(28-35)Online publication date: 14-Apr-2024
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  1. Cowboys, ankle sprains, and keepers of quality: how is video game development different from software development?

      Recommendations

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      John M. Artz

      Occasionally, when reviewing a really bad paper, I will point out that its only redeeming value is that it can be used as a bad example in a research methods class. So, to be fair, when a really good paper comes along, I should point out that it can be used as an example of good research in such a class. This paper falls into that second category. It is an ethnographic study of video game developers, which attempts to discover if there are differences in software development approaches between video game developers and more traditional software engineering. As the study reveals, video games differ from traditional software in several important ways. For example, video games live or die on user experience. They must be fun to play. In order to achieve this goal, it is very difficult to nail down requirements at the beginning, as you may not know how well something will work until you try it. The game evolves throughout the development process. Furthermore, you don't know whether the goal of being really fun to play will be achieved until users actually start playing it. So during the development process, you don't know if you are creating a game that will fade out quickly or be built upon for the next decade. Imagine a software engineering effort where you didn't know if you were building a toss out prototype or the foundation for a system that will become legacy over time. These as well as many other observations were very revealing. There are two main reasons why this is a good study. One is method, and the other is content. The methodology uses open-ended interviews followed up by surveys. And the results are mapped into the elements of software engineering, which organizes the results in a sense-making framework. The authors also discuss limitations, which are honest but not gratuitous. The second strength of the paper is content. One gets a good feel for the ground-level elements that make video games different. And although all papers gratuitously nod at possibilities for future research, this paper really does provide a solid foundation. Generally, this paper would be of interest to researchers and practitioners in both software engineering and video game development. More specifically, it provides a good model for ethnographic research in software development. It is a well-written report on a well-constructed study, and a good read regardless of your interests. Online Computing Reviews Service

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      cover image ACM Conferences
      ICSE 2014: Proceedings of the 36th International Conference on Software Engineering
      May 2014
      1139 pages
      ISBN:9781450327565
      DOI:10.1145/2568225
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      Published: 31 May 2014

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      Author Tags

      1. Software engineering
      2. games
      3. practices

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      Cited By

      View all
      • (2024)Exploratory testing for platform video games: strategies and lessons learnedJournal on Interactive Systems10.5753/jis.2024.415615:1(657-669)Online publication date: 5-Jul-2024
      • (2024)RavenBuild: Context, Relevance, and Dependency Aware Build Outcome PredictionProceedings of the ACM on Software Engineering10.1145/36437711:FSE(996-1018)Online publication date: 12-Jul-2024
      • (2024)Improving Bug Reproduction through Game Engine State AnalysisProceedings of the ACM/IEEE 8th International Workshop on Games and Software Engineering10.1145/3643658.3643918(28-35)Online publication date: 14-Apr-2024
      • (2024)A Dive Into the State of the Practice of the Brazilian Game Software EcosystemIEEE Transactions on Games10.1109/TG.2023.324221716:1(195-204)Online publication date: Mar-2024
      • (2024)GAGI: Game engine for Artificial General Intelligence experimentationSoftwareX10.1016/j.softx.2024.10166526(101665)Online publication date: May-2024
      • (2024)The consolidation of game software engineering: A systematic literature review of software engineering for industry-scale computer gamesInformation and Software Technology10.1016/j.infsof.2023.107330165(107330)Online publication date: Jan-2024
      • (2024)What is an app store? The software engineering perspectiveEmpirical Software Engineering10.1007/s10664-023-10362-329:1Online publication date: 2-Jan-2024
      • (2023)The Development of Game-Based Digital Mental Health Interventions: Bridging the Paradigms of Health Care and EntertainmentJMIR Serious Games10.2196/4217311(e42173)Online publication date: 4-Sep-2023
      • (2023)The habitus of misogyny: Bourdieu and the institutionalization of sexist abuse in the video games industryMedia, Culture & Society10.1177/0163443723121938346:4(762-776)Online publication date: 23-Dec-2023
      • (2023)Exploratory testing strategies for video games:an experience reportProceedings of the 22nd Brazilian Symposium on Games and Digital Entertainment10.1145/3631085.3631227(46-55)Online publication date: 6-Nov-2023
      • Show More Cited By

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