Trends and Research in Digital Game Project Management: A Systematic Literature Review
Autor(a) principal: | |
---|---|
Data de Publicação: | 2023 |
Outros Autores: | |
Tipo de documento: | Artigo |
Idioma: | eng |
Título da fonte: | Journal on Interactive Systems |
Texto Completo: | https://sol.sbc.org.br/journals/index.php/jis/article/view/3196 |
Resumo: | Given the rapid growth and high demand in the entertainment industry, it is crucial to implement best practices in digital game project management to ensure successful projects within the Triple Constraint of costs, time, and scope. This study aims to provide a valuable empirical reference for game project professionals and researchers by identifying the primary methods, processes, and methodologies used in digital game project management. Using a systematic literature review (SLR) approach, we analyzed 65 primary studies out of an initial pool of 6,658, covering the period from 2010 to 2021. Our results reveal that the most frequently mentioned artifact groups were models (34.1%) and processes (31.7%), and the majority of authors were from Brazil and Indonesia. Overall our findings highlight the prevalence of game projects that do not adopt project management practices, particularly among indie game teams. |
id |
SBC-3_0d45f24f736b6a39cd602bd2d0937ddd |
---|---|
oai_identifier_str |
oai:ojs2.sol.sbc.org.br:article/3196 |
network_acronym_str |
SBC-3 |
network_name_str |
Journal on Interactive Systems |
repository_id_str |
|
spelling |
Trends and Research in Digital Game Project Management: A Systematic Literature ReviewProject ManagementDigital GameIndie GameSoftware EngineeringSLRSystematic Literature ReviewGiven the rapid growth and high demand in the entertainment industry, it is crucial to implement best practices in digital game project management to ensure successful projects within the Triple Constraint of costs, time, and scope. This study aims to provide a valuable empirical reference for game project professionals and researchers by identifying the primary methods, processes, and methodologies used in digital game project management. Using a systematic literature review (SLR) approach, we analyzed 65 primary studies out of an initial pool of 6,658, covering the period from 2010 to 2021. Our results reveal that the most frequently mentioned artifact groups were models (34.1%) and processes (31.7%), and the majority of authors were from Brazil and Indonesia. Overall our findings highlight the prevalence of game projects that do not adopt project management practices, particularly among indie game teams.Brazilian Computer Society2023-10-11info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionapplication/pdfhttps://sol.sbc.org.br/journals/index.php/jis/article/view/319610.5753/jis.2023.3196Journal of Interactive Systems; v. 14 n. 1 (2023); 533-545Journal on Interactive Systems; Vol. 14 No. 1 (2023); 533-5452763-771910.5753/jis.2023reponame:Journal on Interactive Systemsinstname:Sociedade Brasileira de Computação (SBC)instacron:SBCenghttps://sol.sbc.org.br/journals/index.php/jis/article/view/3196/2391Copyright (c) 2023 Lucas Pieva, Maicon Bernardinohttp://creativecommons.org/licenses/by/4.0info:eu-repo/semantics/openAccessPieva, LucasBernardino, Maicon2023-10-12T20:47:00Zoai:ojs2.sol.sbc.org.br:article/3196Revistahttps://sol.sbc.org.br/journals/index.php/jis/ONGhttps://sol.sbc.org.br/journals/index.php/jis/oaijis@sbc.org.br2763-77192763-7719opendoar:2023-10-12T20:47Journal on Interactive Systems - Sociedade Brasileira de Computação (SBC)false |
dc.title.none.fl_str_mv |
Trends and Research in Digital Game Project Management: A Systematic Literature Review |
title |
Trends and Research in Digital Game Project Management: A Systematic Literature Review |
spellingShingle |
Trends and Research in Digital Game Project Management: A Systematic Literature Review Pieva, Lucas Project Management Digital Game Indie Game Software Engineering SLR Systematic Literature Review |
title_short |
Trends and Research in Digital Game Project Management: A Systematic Literature Review |
title_full |
Trends and Research in Digital Game Project Management: A Systematic Literature Review |
title_fullStr |
Trends and Research in Digital Game Project Management: A Systematic Literature Review |
title_full_unstemmed |
Trends and Research in Digital Game Project Management: A Systematic Literature Review |
title_sort |
Trends and Research in Digital Game Project Management: A Systematic Literature Review |
author |
Pieva, Lucas |
author_facet |
Pieva, Lucas Bernardino, Maicon |
author_role |
author |
author2 |
Bernardino, Maicon |
author2_role |
author |
dc.contributor.author.fl_str_mv |
Pieva, Lucas Bernardino, Maicon |
dc.subject.por.fl_str_mv |
Project Management Digital Game Indie Game Software Engineering SLR Systematic Literature Review |
topic |
Project Management Digital Game Indie Game Software Engineering SLR Systematic Literature Review |
description |
Given the rapid growth and high demand in the entertainment industry, it is crucial to implement best practices in digital game project management to ensure successful projects within the Triple Constraint of costs, time, and scope. This study aims to provide a valuable empirical reference for game project professionals and researchers by identifying the primary methods, processes, and methodologies used in digital game project management. Using a systematic literature review (SLR) approach, we analyzed 65 primary studies out of an initial pool of 6,658, covering the period from 2010 to 2021. Our results reveal that the most frequently mentioned artifact groups were models (34.1%) and processes (31.7%), and the majority of authors were from Brazil and Indonesia. Overall our findings highlight the prevalence of game projects that do not adopt project management practices, particularly among indie game teams. |
publishDate |
2023 |
dc.date.none.fl_str_mv |
2023-10-11 |
dc.type.driver.fl_str_mv |
info:eu-repo/semantics/article info:eu-repo/semantics/publishedVersion |
format |
article |
status_str |
publishedVersion |
dc.identifier.uri.fl_str_mv |
https://sol.sbc.org.br/journals/index.php/jis/article/view/3196 10.5753/jis.2023.3196 |
url |
https://sol.sbc.org.br/journals/index.php/jis/article/view/3196 |
identifier_str_mv |
10.5753/jis.2023.3196 |
dc.language.iso.fl_str_mv |
eng |
language |
eng |
dc.relation.none.fl_str_mv |
https://sol.sbc.org.br/journals/index.php/jis/article/view/3196/2391 |
dc.rights.driver.fl_str_mv |
Copyright (c) 2023 Lucas Pieva, Maicon Bernardino http://creativecommons.org/licenses/by/4.0 info:eu-repo/semantics/openAccess |
rights_invalid_str_mv |
Copyright (c) 2023 Lucas Pieva, Maicon Bernardino http://creativecommons.org/licenses/by/4.0 |
eu_rights_str_mv |
openAccess |
dc.format.none.fl_str_mv |
application/pdf |
dc.publisher.none.fl_str_mv |
Brazilian Computer Society |
publisher.none.fl_str_mv |
Brazilian Computer Society |
dc.source.none.fl_str_mv |
Journal of Interactive Systems; v. 14 n. 1 (2023); 533-545 Journal on Interactive Systems; Vol. 14 No. 1 (2023); 533-545 2763-7719 10.5753/jis.2023 reponame:Journal on Interactive Systems instname:Sociedade Brasileira de Computação (SBC) instacron:SBC |
instname_str |
Sociedade Brasileira de Computação (SBC) |
instacron_str |
SBC |
institution |
SBC |
reponame_str |
Journal on Interactive Systems |
collection |
Journal on Interactive Systems |
repository.name.fl_str_mv |
Journal on Interactive Systems - Sociedade Brasileira de Computação (SBC) |
repository.mail.fl_str_mv |
jis@sbc.org.br |
_version_ |
1796797411478208512 |