Video Game Project Management Anti-patterns

February 13, 2022 Β· Declared Dead Β· πŸ› 2022 IEEE/ACM 6th International Workshop on Games and Software Engineering (GAS)

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Authors Gabriel C. Ullmann, Cristiano Politowski, Yann-GaΓ«l GuΓ©hΓ©neuc, Fabio Petrillo, JoΓ£o Eduardo Montandon arXiv ID 2202.06183 Category cs.SE: Software Engineering Citations 14 Venue 2022 IEEE/ACM 6th International Workshop on Games and Software Engineering (GAS) Last Checked 4 months ago
Abstract
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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