Trends and Research in Digital Game Project Management: A Systematic Literature Review

Detalhes bibliográficos
Autor(a) principal: Pieva, Lucas
Data de Publicação: 2023
Outros Autores: Bernardino, Maicon
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.
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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
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