Adapting the Scrum Framework to the Needs of Virtual Teams of Game Developers with Multi-site Members

Levika Herve Nankap, Bruno Bouchard, Gilles Imbeau, Fábio Petrillo, Yannick Francillette
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引用次数: 1

Abstract

ABSTRACT. As we all know, most video games are developed using the well-known Scrum framework as the core approach for managing the project. Indeed, Scrum is an effective value-driven approach allowing adjustments based on regular and repeated feedback. Nowadays, in the video games industry, it is frequent to see virtual teams, with fragmented groups of people, working remotely from multiple sites. However, the Scrum framework is not designed to fits the needs of a fragmented multi-site team. Scrum was designed for small teams where all members are supposed to work together on the same location, having frequent face-to-face contacts in, ideally, the same open space. When applied on a virtual team, the Scrum framework is less effective because it does not offer sufficient tools and artefacts for addressing the specific problems emerging from the virtual context, such as the communication problem, the isolation of people of the groups, the challenge of keeping transparency, etc. We propose, in this paper, a comprehensive extension of the Scrum framework allowing to alleviate some of these issues. We also present the results of a first experiment with two virtual teams developing video games.
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让Scrum框架适应多站点虚拟游戏开发团队的需求
摘要我们都知道,大多数电子游戏都是使用著名的Scrum框架作为管理项目的核心方法开发的。实际上,Scrum是一种有效的价值驱动方法,允许基于定期和重复的反馈进行调整。如今,在电子游戏行业中,经常可以看到虚拟团队,由分散的人员组成,从多个站点远程工作。然而,Scrum框架的设计并不是为了满足分散的多站点团队的需求。Scrum是为小型团队设计的,所有成员都应该在同一地点一起工作,在理想的情况下,在同一个开放的空间里经常进行面对面的交流。当应用于虚拟团队时,Scrum框架的效率会降低,因为它没有提供足够的工具和工件来解决虚拟环境中出现的具体问题,比如沟通问题、团队成员的隔离、保持透明度的挑战等。在本文中,我们建议对Scrum框架进行全面的扩展,以缓解其中的一些问题。我们还介绍了两个虚拟团队开发电子游戏的第一次实验结果。
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