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Automatic Identification of Video Game Development Problems using Word Embedding and Ensemble Classifiers

Published: 23 February 2023 Publication History

Abstract

The video game development industry, also known as the interactive entertainment business, is involved in building, marketing, advertising, and monetizing video games. Over the last few years, this industry has come into the mainstream from initially being in the focused market. The growing video gamer demographic has increased by video game development methods and techniques. A postmortem of a video game is a close examination of the video game’s development phase and an analysis of what went right or wrong with the video game. Unfortunately, since there is not much understanding regarding the challenges encountered by programmers, there is a lack of trustworthiness primarily because postmortems lack a proper structure and are informally written. In this work, with the help of word embeddings and ensemble machine learning classifiers, a systematic analysis is performed on various technical and non-technical issues faced by the video game industry. It is believed that automation and machine learning classifiers could aid game developers in identifying what problem they are facing, given the quote (description), and thus be able to figure out a solution quickly. Frequently committed mistakes could be identified and avoided, and this work could act as a starting point to further consider software development and video game development in the same context.

References

[1]
Fábio Petrillo, Marcelo Pimenta, Francisco Trindade, and Carlos Dietrich. 2009. What went wrong? A survey of problems in game development. Computers in Entertainment (CIE) 7, 1 (2009), 1–22.
[2]
Cristiano Politowski, Fabio Petrillo, Gabriel Cavalheiro Ullmann, Josias de Andrade Werly, and Yann-Gaël Guéhéneuc. 2020. Dataset of video game development problems. In Proceedings of the 17th International Conference on Mining Software Repositories. 553–557.
[3]
Cristiano Politowski, Fabio Petrillo, Gabriel C Ullmann, and Yann-Gaël Guéhéneuc. 2021. Game industry problems: An extensive analysis of the gray literature. Information and Software Technology 134 (2021), 106538.
[4]
Ken Schwaber and Mike Beedle. 2002. Agile software development with Scrum. Vol. 1. Prentice Hall Upper Saddle River.
[5]
Michael Washburn Jr, Pavithra Sathiyanarayanan, Meiyappan Nagappan, Thomas Zimmermann, and Christian Bird. 2016. What went right and what went wrong: an analysis of 155 postmortems from game development. In Proceedings of the 38th International Conference on Software Engineering Companion. 280–289.

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ISEC '23: Proceedings of the 16th Innovations in Software Engineering Conference
February 2023
193 pages
ISBN:9798400700644
DOI:10.1145/3578527
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 23 February 2023

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Author Tags

  1. Embedding
  2. Ensemble Learning
  3. SMOTE
  4. postmortem
  5. video game

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  • Short-paper
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  • Refereed limited

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ISEC 2023

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Overall Acceptance Rate 76 of 315 submissions, 24%

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