论文标题

视频游戏项目管理反模式

Video Game Project Management Anti-patterns

论文作者

Ullmann, Gabriel C., Politowski, Cristiano, Guéhéneuc, Yann-Gaël, Petrillo, Fabio, Montandon, João Eduardo

论文摘要

在软件工程文献中有充分的文献记录了项目管理反版社,并研究它们可以理解它们对团队和项目的影响。视频游戏开发行业以其管理不善的实践而闻名,因此应用这些知识将有助于提高游戏开发人员的生产力和福祉。在本文中,我们将项目管理反版社映射到灰色文献中游戏开发人员报道的反模式。我们阅读了440个验尸问题,确定了反图案的候选者,并将其与软件工程文献的定义相关联。我们发现,除了功能蠕变,削减功能,从事多个项目以及缺少或不充分的工具,大多数反图案候选人都可以映射到软件工程文献中的反图案。我们讨论了未塑造的候选人对开发过程的影响,同时还在视频游戏和传统软件开发之间达到了相似之处。未来的工作包括通过与从业人员进行调查来验证候选人的定义,并考虑开发反案。

Project Management anti-patterns are well-documented in the software-engineering literature, and studying them allows understanding their impacts on teams and projects. The video game development industry is known for its mismanagement practices, and therefore applying this knowledge would help improving game developers' productivity and well-being. In this paper, we map project management anti-patterns to anti-patterns reported by game developers in the gray literature. We read 440 postmortems problems, identified anti-pattern candidates, and related them with definitions from the software-engineering literature. We discovered that most anti-pattern candidates could be mapped to anti-patterns in the software-engineering literature, except for Feature Creep, Feature Cuts, Working on Multiple Projects, and Absent or Inadequate Tools. We discussed the impact of the unmapped candidates on the development process while also drawing a parallel between video games and traditional software development. Future works include validating the definitions of the candidates via survey with practitioners and also considering development anti-patterns.

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