Game industry problems: An extensive analysis of the gray literature
Given its competitiveness, the video-game industry has a closed-source culture. Hence, little is known about the problems faced by game developers. However, game developers do share information about their game projects through postmortems, which describe informally what happened during the projects...
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Published in | Information and software technology Vol. 134; p. 106538 |
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Main Authors | , , , |
Format | Journal Article |
Language | English |
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Elsevier B.V
01.06.2021
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Abstract | Given its competitiveness, the video-game industry has a closed-source culture. Hence, little is known about the problems faced by game developers. However, game developers do share information about their game projects through postmortems, which describe informally what happened during the projects.
The software-engineering research community and game developers would benefit from a state of the problems of the video game industry, in particular the problems faced by game developers, their evolution in time, and their root causes. This state of the practice would allow researchers and practitioners to work towards solving these problems.
We analyzed 200 postmortems from 1997 to 2019, resulting in 927 problems divided into 20 types. Through our analysis, we described the overall landscape of game industry problems in the past 23 years and how these problems evolved over the years. We also give details on the most common problems, their root causes, and possible solutions. We finally discuss suggestions for future projects.
We observe that (1) the game industry suffers from management and production problems in the same proportion; (2) management problems decreased over the years, giving space to business problems, while production problems remained constant; (3a) technical and game design problems are decreasing over the years, the latter only after the last decade; (3b) problems related to the team increase over the last decade; (3c) marketing problems are the ones that had the biggest increase over the 23 years compared to other problem types; (4) finally, the majority of the main root causes are related to people, not technologies. Conclusions: In this paper, we provide a state of the practice for researchers to understand and study video-game development problems. We also offer suggestions to help practitioners to avoid the most common problems in future projects. |
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AbstractList | Given its competitiveness, the video-game industry has a closed-source culture. Hence, little is known about the problems faced by game developers. However, game developers do share information about their game projects through postmortems, which describe informally what happened during the projects.
The software-engineering research community and game developers would benefit from a state of the problems of the video game industry, in particular the problems faced by game developers, their evolution in time, and their root causes. This state of the practice would allow researchers and practitioners to work towards solving these problems.
We analyzed 200 postmortems from 1997 to 2019, resulting in 927 problems divided into 20 types. Through our analysis, we described the overall landscape of game industry problems in the past 23 years and how these problems evolved over the years. We also give details on the most common problems, their root causes, and possible solutions. We finally discuss suggestions for future projects.
We observe that (1) the game industry suffers from management and production problems in the same proportion; (2) management problems decreased over the years, giving space to business problems, while production problems remained constant; (3a) technical and game design problems are decreasing over the years, the latter only after the last decade; (3b) problems related to the team increase over the last decade; (3c) marketing problems are the ones that had the biggest increase over the 23 years compared to other problem types; (4) finally, the majority of the main root causes are related to people, not technologies. Conclusions: In this paper, we provide a state of the practice for researchers to understand and study video-game development problems. We also offer suggestions to help practitioners to avoid the most common problems in future projects. |
ArticleNumber | 106538 |
Author | Ullmann, Gabriel C. Guéhéneuc, Yann-Gaël Petrillo, Fabio Politowski, Cristiano |
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Cites_doi | 10.1287/isre.2019.0856 10.1145/971564.971590 10.1007/s00521-015-2127-1 10.1016/j.infsof.2018.04.003 10.1111/jebm.12266 10.1007/s10664-016-9480-2 10.1142/S1363919605001198 10.1145/1486508.1486521 10.1145/2884781.2884833 |
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References | Bourque, Fairley (b17) 2014 Politowski, Fontoura, Petrillo, Guéhéneuc (b23) 2016 Zheng, Xie, Su, Ma, Hao, Meng, Liu, Shen, Chen, Fan (b24) 2019 Lin, Bezemer, Hassan (b1) 2016; 22 Petrillo, Pimenta, Trindade, Dietrich (b3) 2009; 7 Schreier (b22) 2017 Brooks (b15) 1978 Hofstadter (b16) 1999 Politowski, Petrillo, Ullmann, de Andrade Werly, Guéhéneuc (b7) 2020 Tschang (b12) 2005; 9 Lewis, Whitehead (b10) 2011 Washburn, Sathiyanarayanan, Nagappan, Zimmermann, Bird (b6) 2016 Kude, Mithas, Schmidt, Heinzl (b13) 2019 Sadowski, Zimmermann (b20) 2019 Stol, Ralph, Fitzgerald (b8) 2016 Kanode, Haddad (b9) 2009 Edholm, Lidstrom, Steghofer, Burden (b2) 2017 Politowski, Petrillo, Montandon, Valente, Guéhéneuc (b4) 2020; 171 Blow (b11) 2004; 1 Callele, Neufeld, Schneider (b5) 2005 Alami, Cohn, Wasowski (b14) 2019 Nassif, Azzeh, Capretz, Ho (b18) 2016; 27 Paez (b25) 2017; 10 Politowski, Fontoura, Petrillo, Guéhéneuc (b19) 2018; 100 Koster (b21) 2013 Tschang (10.1016/j.infsof.2021.106538_b12) 2005; 9 Kanode (10.1016/j.infsof.2021.106538_b9) 2009 Zheng (10.1016/j.infsof.2021.106538_b24) 2019 Paez (10.1016/j.infsof.2021.106538_b25) 2017; 10 Politowski (10.1016/j.infsof.2021.106538_b19) 2018; 100 Edholm (10.1016/j.infsof.2021.106538_b2) 2017 Stol (10.1016/j.infsof.2021.106538_b8) 2016 Blow (10.1016/j.infsof.2021.106538_b11) 2004; 1 Koster (10.1016/j.infsof.2021.106538_b21) 2013 Alami (10.1016/j.infsof.2021.106538_b14) 2019 Washburn (10.1016/j.infsof.2021.106538_b6) 2016 Schreier (10.1016/j.infsof.2021.106538_b22) 2017 Callele (10.1016/j.infsof.2021.106538_b5) 2005 Bourque (10.1016/j.infsof.2021.106538_b17) 2014 Politowski (10.1016/j.infsof.2021.106538_b4) 2020; 171 Petrillo (10.1016/j.infsof.2021.106538_b3) 2009; 7 Hofstadter (10.1016/j.infsof.2021.106538_b16) 1999 Sadowski (10.1016/j.infsof.2021.106538_b20) 2019 Lewis (10.1016/j.infsof.2021.106538_b10) 2011 Nassif (10.1016/j.infsof.2021.106538_b18) 2016; 27 Politowski (10.1016/j.infsof.2021.106538_b7) 2020 Kude (10.1016/j.infsof.2021.106538_b13) 2019 Brooks (10.1016/j.infsof.2021.106538_b15) 1978 Lin (10.1016/j.infsof.2021.106538_b1) 2016; 22 Politowski (10.1016/j.infsof.2021.106538_b23) 2016 |
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