Risk Management in Video Game Development Projects

Marc L. Schmalz, Aimee Finn, Hazel Taylor
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引用次数: 15

Abstract

The video game software industry has a reputation for volatile, chaotic projects yet, in spite of dramatic growth in global revenues, surprisingly little academic work has examined these projects. This study reports a preliminary investigation into this under-researched area. We interviewed eight video game producers from a range of companies, using a critical incident method to explore risk management practices and risk perceptions. Our results revealed that in lieu of formal risk management practices, these managers relied on prototyping, pre-production decision points, and agile approaches to contain risk on their projects. Among the risk factors mentioned, two are specific to the unique context of video game development. The risk of failing to match the development strategy to the project was identified as a major cause of problems during the development process, and a new risk - the 'fun factor' - was a key element threatening the success of the final game release.
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电子游戏开发项目中的风险管理
电子游戏软件行业以项目不稳定、混乱著称,然而,尽管全球营收大幅增长,但研究这些项目的学术研究却少得惊人。本研究报告了对这一研究不足领域的初步调查。我们采访了来自不同公司的8位电子游戏制作人,使用关键事件方法探索风险管理实践和风险认知。我们的结果显示,代替正式的风险管理实践,这些管理人员依赖于原型、生产前决策点和敏捷方法来控制他们项目中的风险。在提到的风险因素中,有两个是电子游戏开发所特有的。未能将开发策略与项目相匹配的风险被认为是开发过程中出现问题的主要原因,而一个新的风险——“乐趣因素”——是威胁游戏最终发行成功的关键因素。
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