ABSTRACT
Video game software development consists of multiple disciplines with their own unique challenges. The key to successful game development lies in effective requirements engineering, which involves managing teams with diverse roles and transitioning from preproduction to production stages. Therefore, gamification project that build by game developer also present challenges during development. The primary objective of this research is to answer research questions that investigate the obstacles encountered by game developers with regard to gamification projects. The research analyzed both literature reviews and company game postmortem evaluations to gather data on what went wrong during development. The results of the literature review indicated that there are four categories of game development challenges and eleven subcategories of challenges. The criteria are game development challenges, internal challenges, technical challenges, and schedule challenges. This study examines challenges in game development by analyzing 69 "what went wrong" sections from six project postmortem reports. It identifies four significant obstacles: game development, internal issues, technical aspects, and time management. 44% of the challenges were attributed to game development, followed by internal obstacles (27.5%), technical problems (18.8%), and scheduling (8.8%). A deeper investigation revealed subcategories within these primary obstacles, with lack of documentation being the most prevalent (21.7%), followed by team management issues (17.4%) and technological issues (13%). These findings are consistent with those of prior research, indicating a pattern in the categories of obstacles encountered in game development, specifically gamification initiatives. By recognizing and addressing these obstacles, game developers can navigate the complexities of the development process with greater ease.
- Kanode, C. M., & Haddad, H. M. (2009). Software Engineering Challenges in Game Development. 2009 Sixth International Conference on Information Technology: New Generations. https://doi.org/10.1109/ITNG.2009.74%3c/bibGoogle ScholarDigital Library
- Washburn, M., Sathiyanarayanan, P., Nagappan, M., Zimmermann, T., & Bird, C. (2016). What went right and what went wrong: An analysis of 155 postmortems from game development. ICSE ’16: 38th International Conference on Software Engineering. https://doi.org/10.1145/2889160.2889253Google ScholarDigital Library
- Politowski, C., Petrillo, F., Ullmann, G. C., de Andrade Werly, J., & Guéhéneuc, Y.-G. (2020). Dataset of Video Game Development Problems. MSR ’20: 17th International Conference on Mining Software Repositories. https://doi.org/10.1145/3379597.3387486%3c/bibGoogle ScholarDigital Library
- Politowski, C., Fontoura, L., Petrillo, F., & Guéhéneuc, Y.-G. (2016). Are the old days gone?: A survey on actual software engineering processes in video game industry. The 5th International Workshop. https://doi.org/10.1145/2896958.2896960Google ScholarDigital Library
- Primasari, C. H. (2022). Strategy for achieving IT-business alignment in gaming industry in Indonesia. Procedia Computer Science, 197. https://doi.org/10.1016/j.procs.2021.12.163Google ScholarDigital Library
- Politowski, C., Petrillo, F., Ullmann, G. C., & Guéhéneuc, Y.-G. (2021). Game industry problems: An extensive analysis of the gray literature. Information and Software Technology, 134. https://doi.org/10.1016/j.infsof.2021.106538%3c/bibGoogle ScholarCross Ref
- Politowski, C., Fontoura, L. M., Petrillo, F., & Guéhéneuc, Y.-G. (2018). Learning from the past: A process recommendation system for video game projects using post-mortems experiences. Information and Software Technology, 100. https://doi.org/10.1016/j.infsof.2018.04.003Google ScholarCross Ref
- Callele, D., Neufeld, E., & Schneider, K. (2005). Requirements engineering and the creative process in the video game industry. 13th IEEE International Conference on Requirements Engineering (RE’05). https://doi.org/10.1109/RE.2005.5%3c/bibGoogle ScholarDigital Library
- Petrillo, F., Pimenta, M., Trindade, F., & Dietrich, C. (2009). What went wrong? A survey of problems in game development. Computers in Entertainment, 7. https://doi.org/10.1145/1486508.1486521Google ScholarDigital Library
- Politowski, C., de Vargas, D., & Fontoura, L. M. (2016). Software Engineering Processes in Game Development: A Survey about Brazilian Developers’ Experiences. São Paulo. Proceedings of SBGamesGoogle Scholar
- Musil, J., Schweda, A., Winkler, D., & Biffl, S. (2010). A Survey on the State of the Practice in Video Game Software Development.Google Scholar
- Murphy-Hill, E., Zimmermann, T., & Nagappan, N. (2014). Cowboys, ankle sprains, and keepers of quality: How is video game development different from software development? Proceedings of the 36th International Conference on Software Engineering, 1–11. https://doi.org/10.1145/2568225.2568226Google ScholarDigital Library
- Burger-Helmchen, T., & Cohendet, P. (2011). User Communities and Social Software in the Video Game Industry. Long Range Planning, 44(5–6), 317–343. https://doi.org/10.1016/j.lrp.2011.09.003Google ScholarCross Ref
- Kasurinen, J., Strandén, J.-P., & Smolander, K. (2013). What do game developers expect from development and design tools? Proceedings of the 17th International Conference on Evaluation and Assessment in Software Engineering - EASE ’13, 36. https://doi.org/10.1145/2460999.2461004Google ScholarDigital Library
- Rasheed, A., Zafar, B., Shehryar, T., Aslam, N. A., Sajid, M., Ali, N., Dar, S. H., & Khalid, S. (2021). Requirement Engineering Challenges in Agile Software Development. Mathematical Problems in Engineering, 2021. https://doi.org/10.1155/2021/6696695%20bGoogle ScholarCross Ref
- Niazi, M., Cox, K., & Verner, J. (2008). A measurement framework for assessing the maturity of requirements engineering process. Software Quality Journal, 16. https://doi.org/10.1007/s11219-007-9033-4Google ScholarDigital Library
- Aleem, S., Capretz, L. F., & Ahmed, F. (2016). A Digital Game Maturity Model (DGMM). Entertainment Computing, 17. https://doi.org/10.1016/j.entcom.2016.08.004Google ScholarCross Ref
Index Terms
- Identifying Gamification Project Challenges through Literature Review and Post-Mortem Documents
Recommendations
A Systematic Literature Review of Best Practices and Challenges in Follow-the-Sun Software Development
ICGSEW '13: Proceedings of the 2013 IEEE 8th International Conference on Global Software Engineering WorkshopsFollow-the-sun (FTS) software development is a strategy used to reduce the length of software projects that are developed across globally distributed locations. However, due to communication and collaboration challenges, software companies find it ...
Literature Review of the Challenges of Developing Secure Software Using the Agile Approach
ARES '15: Proceedings of the 2015 10th International Conference on Availability, Reliability and SecurityA set of challenges of developing secure software using the agile development approach and methods are reported in the literature. This paper reports about a systematic literature review to identify these challenges and evaluates the causes of each of ...
Gamification and Accessibility
Proceedings, Part I, of the First International Conference on Human Aspects of IT for the Aged Population. Design for Aging - Volume 9193There are many software requirements for the development of accessible applications, in particular for elderly people or people with disabilities. In particular, user interfaces have to be sufficiently abstract to cover required adaptations. In this ...
Comments