2021
DOI: 10.1016/j.infsof.2021.106538
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Game industry problems: An extensive analysis of the gray literature

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Cited by 25 publications
(23 citation statements)
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References 9 publications
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“…This strengthens the claims of the likes of Musil et al [18], Petrillo and Pimenta [35], and Politowski et al [33] that SE agile best practices can be used to solve some VGD workflow or management problems -but only when properly understood and properly applied. As Aleem et al [14] aptly put it, "the game industry can follow the good and proven practices of traditional SE, but only a clear understanding of these practices can enhance the complex game development engineering process".…”
Section: Discussionsupporting
confidence: 82%
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“…This strengthens the claims of the likes of Musil et al [18], Petrillo and Pimenta [35], and Politowski et al [33] that SE agile best practices can be used to solve some VGD workflow or management problems -but only when properly understood and properly applied. As Aleem et al [14] aptly put it, "the game industry can follow the good and proven practices of traditional SE, but only a clear understanding of these practices can enhance the complex game development engineering process".…”
Section: Discussionsupporting
confidence: 82%
“…Considering the grey literature, Politowski et al [33], analyzed over 200 informal game industry project reports (also known as postmortems) to identify key VGD problems. The analysis showed that people rather than technologies were the root cause of most development challenges, and that reports of team dynamics problems were steadily increasing over the past decade.…”
Section: Introductionmentioning
confidence: 99%
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“…Low usage rates of games have been reported, especially in unstructured, leisure settings [ 26 , 70 ] where there is no built-in encouragement to play and where the game competes for time with other activities. Game design may need to be more encouraging when implemented in unstructured settings, such as providing booster activities, reminders and notifications [ 71 ], as was also suggested by some participants in this study, or by using social marketing activities such as promotion by influencers, offering demo videos, building a community, social media campaigns, or short humorous videos in which teachers or peers recommend the game, to promote the use of the game [ 72 , 73 ].…”
Section: Discussionmentioning
confidence: 99%
“…Graphics in serious games for youth were indeed found to be important for affective engagement, interest, immersion and perceived usability of the game [ 74 ]. The graphic design and color scheme may have triggered a negative emotional reaction among respondents [ 73 , 75 ]. Graphics should raise interest by their level of novelty, but also reduce complexity to facilitate comprehension and meaningfulness [ 76 ].…”
Section: Discussionmentioning
confidence: 99%