Software engineering (6th ed.)
Software engineering (6th ed.)
ACM SIGSOFT Software Engineering Notes
The Mythical Man-Month: Essays on Softw
The Mythical Man-Month: Essays on Softw
Postmortem: Never Leave a Project without It
IEEE Software
Waltzing with Bears: Managing Risk on Software Projects
Waltzing with Bears: Managing Risk on Software Projects
Game Plan: The Insider's Guide to Breaking In and Succeeding in the Computer and Video Game Business
Game Plan: The Insider's Guide to Breaking In and Succeeding in the Computer and Video Game Business
Death March
Game Development: Harder Than You Think
Queue - Game Development
Software Engineering for Game Developers
Software Engineering for Game Developers
Requirements Engineering and the Creative Process in the Video Game Industry
RE '05 Proceedings of the 13th IEEE International Conference on Requirements Engineering
Why software fails [software failure]
IEEE Spectrum
Synthesized essence: what game jams teach about prototyping of new software products
Proceedings of the 32nd ACM/IEEE International Conference on Software Engineering - Volume 2
Is agility out there?: agile practices in game development
Proceedings of the 28th ACM International Conference on Design of Communication
Interoperability standards for pervasive games
Proceedings of the 1st International Workshop on Games and Software Engineering
1st workshop on game development and model-driven software development
ICEC'11 Proceedings of the 10th international conference on Entertainment Computing
2nd workshop on game development and model-driven software development
ICEC'12 Proceedings of the 11th international conference on Entertainment Computing
The effectiveness and efficiency of model driven game design
ICEC'12 Proceedings of the 11th international conference on Entertainment Computing
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Despite its growth and profitability, many reports about game projects show that their production is not a simple task, but one beset by common problems and still distant from having a healthy and synergetic work process. The goal of this article is to survey the problems in the development process of electronic games, which are mainly collected from game postmortems, by exploring their similarities and differences to well-known problems in traditional information systems.