dc.contributor.author | Cheaib, Firas | |
dc.contributor.author | Fawal, Omar | |
dc.date.accessioned | 2019-11-18T14:27:34Z | |
dc.date.available | 2019-11-18T14:27:34Z | |
dc.date.issued | 2019-11-18 | |
dc.identifier.uri | http://hdl.handle.net/2077/62531 | |
dc.description.abstract | The development of games is secretive in nature due
to its creative constraints, and a project can run over the course
of a few years. With the advent of agile methodologies, software
projects have involved customers in the development process to
iterate on received feedback. By exploring the different methods
game developers employ to involve customers or tackle issues
that interfere with the value of the final product, this study
offers an insight into what practitioners actually do to collect
the feedback they deem useful. We find that there are two main
categories of feedback methods, those that are internal to the
company and those that involve potential customers. Within these
categories, different mechanisms are employed with differing
goals and targets at different stages of the development process.
While there are clear patterns on what constitutes useful feedback
to practitioners, the implementation of those feedback collection
mechanisms differs across the industry. | sv |
dc.language.iso | eng | sv |
dc.title | Game Design Feedback Collection Methods in Pre-Release Game Development | sv |
dc.type | text | |
dc.setspec.uppsok | Technology | |
dc.type.uppsok | M2 | |
dc.contributor.department | Göteborgs universitet/Institutionen för data- och informationsteknik | swe |
dc.contributor.department | University of Gothenburg/Department of Computer Science and Engineering | eng |
dc.type.degree | Student essay | |