Change search
CiteExportLink to record
Permanent link

Direct link
Cite
Citation style
  • apa
  • harvard1
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf
Video Game Development in a Rush: A Survey of the Global Game Jam Participants
RISE - Research Institutes of Sweden, ICT, SICS.ORCID iD: 0000-0001-7879-4371
Wageningen University, Netherlands.
Louisiana State University, US.
RISE - Research Institutes of Sweden, ICT, SICS.ORCID iD: 0000-0002-2933-1925
Show others and affiliations
2019 (English)In: IEEE Transactions on Games, ISSN 2475-1502Article in journal (Refereed) Epub ahead of print
Abstract [en]

Video game development is a complex endeavor, often involving complex software, large organizations, and aggressive release deadlines. Several studies have reported that periods of “crunch time” are prevalent in the video game industry, but there are few studies on the effects of time pressure. We conducted a survey with participants of the Global Game Jam (GGJ), a 48-hour hackathon. Based on 198 responses, the results suggest that: (1) iterative brainstorming is the most popular method for conceptualizing initial requirements; (2) continuous integration, minimum viable product, scope management, version control, and stand-up meetings are frequently applied development practices; (3) regular communication, internal playtesting, and dynamic and proactive planning are the most common quality assurance activities; and (4) familiarity with agile development has a weak correlation with perception of success in GGJ. We conclude that GGJ teams rely on ad hoc approaches to development and face-to-face communication, and recommend some complementary practices with limited overhead. Furthermore, as our findings are similar to recommendations for software startups, we posit that game jams and the startup scene share contextual similarities. Finally, we discuss the drawbacks of systemic “crunch time” and argue that game jam organizers are in a good position to problematize the phenomenon.

Place, publisher, year, edition, pages
2019.
Keywords [en]
Software engineering, game development, game jam, time pressure, opinion survey
National Category
Natural Sciences
Identifiers
URN: urn:nbn:se:ri:diva-38591DOI: 10.1109/TG.2019.2910248OAI: oai:DiVA.org:ri-38591DiVA, id: diva2:1314771
Available from: 2019-05-09 Created: 2019-05-09 Last updated: 2019-05-09Bibliographically approved

Open Access in DiVA

No full text in DiVA

Other links

Publisher's full text

Authority records BETA

Borg, MarkusOlsson, Thomas

Search in DiVA

By author/editor
Borg, MarkusOlsson, Thomas
By organisation
SICS
Natural Sciences

Search outside of DiVA

GoogleGoogle Scholar

doi
urn-nbn

Altmetric score

doi
urn-nbn
Total: 4 hits
CiteExportLink to record
Permanent link

Direct link
Cite
Citation style
  • apa
  • harvard1
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf
v. 2.35.7