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arXiv 2202.06183cs.SE
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电子游戏项目管理

Video Game Project Management Anti-patterns

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

摘要:

项目管理反模式在软件工程文献中有很好的文档记录,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做法而闻名,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,我们将项目管理反模式映射到灰色文献中游戏开发人员报告的反模式。我们阅读了440个事后分析问题,确定了反模式候选者,并将它们与软件工程文献中的定义联系起来。我们发现,大多数反模式候选者可以映射到软件工程文献中的反模式,除了功能蠕变,功能削减,多项目工作,以及缺少或不充分的工具。我们讨论了未映射的候选者对开发过程的影响,同时也在视频游戏和传统软件开发之间进行了比较。未来的工作包括通过对实践者的调查来验证候选人的定义,并考虑开发反模式。

英文摘要:

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.

机构、总结、中文摘要均由AI分析而来,可能存在错误,请以论文正文为准。

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