Toward Extending the Essence Kernel for Digital Game Project Management
Abstract
Context: The creative industry is thriving and growing on a large scale. In this regard, it is essential to enhance the game development life cycle based on best practices in Digital Game Project Management (DGPM) to achieve successful projects within the Triple Constraint (costs, time, and scope). Objective: This study aims to propose an extension of the Kernel Essence for DGPM. Method: We propose our theoretical model based on preliminary empirical evidence from the game industry by using action research. Result: The theoretical model of DGPM encompasses areas of concerns, alphas, their states, and competencies. Conclusion: Although the model has not yet been evaluated, we are confident that we are moving towards our proposed objective.References
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Cruz, C. A. G. (2016). Indie Games e a Produção de Jogos no Brasil.
Jacobson, I., Ng, P.-W., McMahon, P., Spence, I., and Lidman, S. (2012). The essence of software engineering: The semat kernel: A thinking framework in the form of an actionable kernel. Queue, 10(10):40—-51.
Kemell, K.-K., Risku, J., Evensen, A., Abraharnsson, P., Dahl, A. M., Grytten, L. H., Jcdryszek, A., Rostrup, P., and Nguyen-Duc, A. (2018). Gamifying the Escape from the Engineering Method Prison. In IEEE International Conference on Engineering, Technology and Innovation (ICE/ITMC), pages 1–9.
Kerzner, H. (2021). Gerenciamento de projetos: uma abordagem sistêmica para planejamento, programaçãao e controle-2a Edição. Editora Blucher.
Kristiadi, D. P., Sudarto, F., Sugiarto, D., Sambera, R., Warnars, H. L. H. S., and Hashimoto, K. (2019). Game development with scrum methodology. In International Congress on Applied Information Technology (AIT), pages 1–6.
Luhova, T., Blazhko, O., Troianovska, Y., and Riashchenko, O. (2019). The canvas-oriented formalization of the game design processes. In 2019 IEEE 2nd Ukraine Conference on Electrical and Computer Engineering (UKRCON), pages 1254–1259, 2019.
Oliveira, G. W., Julia, S., and Soares Passos, L. M. (2011). Game Modeling using WorkFlow Nets. In IEEE International Conference on Systems, Man, and Cybernetics, pages 838–843, 2011.
Pandey, J., Singh, A. V., and Alabri, A. A. (2018). Proposing a hybrid methodology for game development. In 7th International Conference on Reliability, Infocom Technologies and Optimization (Trends and Future Directions) (ICRITO), pages 142–146.
Pieper, J. (2015). Discovering the essence of Software Engineering an integrated game-based approach based on the SEMAT Essence specification. In IEEE Global Engineering Education Conference (EDUCON), pages 939–947.
Pieva, L. and Bernardino, M. (2022). Tendências e Pesquisas em Gerenciamento de Projetos de Jogos Digitais: Uma Revisão Sistemática da Literatura. In XXI Simpósio Brasileiro de Jogos e Entretenimento Digital, pages 11–20, Porto Alegre, RS. SBC.
SEMAT (2018). Essence–kernel and language for software engineering methods, version 1.2. htps://semat.org/documents/20181/57862/formal-18-10-02.pdf/formal-18-10-02.pdf
UNESCO (2013). Creative Economy Report 2013. Paris, France.
Wijman, T. (2022) The game market in 2022: The year in numbers.
Zapata-Jaramillo, C. M., Maturana-Gonzalez, G. V., and Calle-Gallego, J. M. (2020). A Board Game to Simulate the Software Development Process Based on the SEMAT Essence Standard. In IEEE 32nd Conference on Software Engineering Education and Training (CSEE&T), pages 1–4.
Published
2023-11-06
How to Cite
PIEVA, Lucas; PILLAT, Raquel; BERNARDINO, Maicon.
Toward Extending the Essence Kernel for Digital Game Project Management. In: ART & DESIGN TRACK – FULL PAPERS - BRAZILIAN SYMPOSIUM ON COMPUTER GAMES AND DIGITAL ENTERTAINMENT (SBGAMES), 22. , 2023, Rio Grande/RS.
Anais [...].
Porto Alegre: Sociedade Brasileira de Computação,
2023
.
p. 54-65.
DOI: https://doi.org/10.5753/sbgames_estendido.2023.234044.
