Abstract
Video games are no longer a niche pastime and have bridged the gap into mainstream consumption. With video game consumption on the rise and an increasingly competitive market, it is important to understand development processes and their impacts.
Despite the vast amounts of research dedicated to Agile methodologies in software development, there is currently a lack of understanding of the impacts they have on games development.
The paper compares two Agile methodologies known as Extreme programming (XP) and Feature-driven development (FDD) and explores the effects each has on games systems.
Using a range of scholarly and professional research, it was hypothesised that XP would produce more intuitive, fun gameplay at an earlier stage of production, but produce less cohesive experiences and have lower project completion rates than FDD as projects scaled.
[The results of the research showed xxx.]
[Potential limitations of research]
Keywords
Video games, game development, Agile, Extreme programming, Feature-driven development, development methodologies
Introduction
Video games are having a rapidly increasing impact on the daily lives of a diverse range of people. The most common usage of video games is for entertainment purposes however there is an increasing use of them in serious fields such as education, science and health (Digital Australia report 2016: p.11 - p.14). Due to the enormous impact that video games have, a greater understanding of how to
Video games have become as pervasive an aspect of our society as television, with many people spending more time playing video games than watching television. There are many perspectives with which to gauge videos games’ effect on society, from a functionalist, conflict or interactionist perspective. (Schaefer, 2011) Each of these sociological theories can provide a different view of video games, how they affect society and the subcultures that develop around them.
If you are a parent during this time of information and technology, chances are you have a child who has played, is playing, or will be playing video games. The video game industry is a rapidly growing market that went from being worth $100 million in 1985 to $4 billion in 1990 (Gartner, 2013). Prior to the 1980’s, there were rudimentary computer games, commercially sold coin-operated games, and home consoles. Shortly after the North-American Video Game Crash of 1983 the industry took a big hit until the Nintendo Entertainment System induced a resurgence in popularity that has only continued to grow (Cesarone, 2014). In the years since, the gaming world has expanded and divided into numerous categories. There are casual, serious and educational games in mediums ranging from console games to online RPG’s also known as role playing games to the most recent and flourishing market of mobile games. In 2013, the worldwide value of the industry totaled $93 billion (Metrics 2.0, 2007).
Video games have become a great source of enjoyment for many people around the world. In fact, an estimated 160 million people are playing in the United States alone. For those playing, there are many benefits to be gained.
Video games and computer games (from here on both categories will be simply referred to as video games for simplicity) have entered the domain of pop culture fairly recently. Although the first video game was developed in 1958 by William Higginbotham, their popularity didn’t occur until the seventies with the appearance of Pac-man and Frogger in the arcades (Computer and Video Games). If the younger generation of video game consumers would take a look at what was out there when the video game boom begun they wouldn’t be able to understand what was so attractive (and addictive?) about Pac-man and Frogger? The truth is, video games from over three decades ago share the same basic principles with the games we have
One of the initial steps in researching a problem is to know exactly what the problem is and compose a problem statement that unambiguously identifies and defines the problem to research. Sekaran (2003) said, “No amount of good research can find solutions to the situation, if the critical issue or the problem to be studied is not clearly pinpointed” (p. 69). The area of research for this paper focuses on software development, in particular, the study of agile software development methodologies and if these methodologies are successful in delivering software on time, within budget, and includes the requested features.
The video game industry has grown to gigantic proportions; it’s a medium of entertainment that has great influence over the youth and adults globally. As with any media channel it is diverse in its content from childish themes to more mature topics.
In 1972 Magnavox Odyssey and Atari developed and released what has come to be understood as the first video game titled, Pong. A simple tennis game where the goal is simply to keep the ball within the bounds of the screen. Since then, video games have flourished into a diverse industry varying in several genres. It has become an industry where companies work to develop a game as a form of art, or simply an immersive action packed adventure. While the significance of this topic is not to be disregarded, as video games have become an extremely popular hobby among children and teens. As gamers around the world play for an astonishing three billion hours every week. However, video games especially first person shooter games (FPS) have come to portray a very negative connotation among parents of millennials, as they are believed to cause aggression in adolescents. Interestingly enough, research shows they actually have various positive effects like an increase in hand-eye coordination, problem solving skills and situational awareness. So when it comes to titles intended for more mature audiences, the decision falls to the parent on whether or not to allow their child the possession of said title.
This paper will take a in depth look at what makes AGILE “AGILE”, including the history, uses, and arguments for and against its use.
Another aspect we will look at is the demand of video games. Demand for video games is generated by many factors. The first is concept and graphics. There has to be some compromise between the two. While graphics in a particular game may be good, a weak story line can prevent from sales expanding as people may get board and vice-versa (Tanaka, 2001). The solution is to have an integration of a strong story line and up to date graphics (Tanaka, 2001). The second factor is that the video game industry is an industry that is totally based off of players (buyers) tastes (Stalker, 2002) For example if a game did not have a huge amount of popularity, it is unlikely to have sequels as the case with Bobsy the bobcat (Stalker 2002). However, take a game that has had a lot of popularity and hype and you could have a steady source of income from die-hards and entering fans (Stalker, 2002). While most games are aimed for a male audience, games aimed for a female audience have begun to emerge causing the audience to increase, and the demand (Chmielewski, 2002).
For Research Project I have chosen to investigate the process that game developers use to make a video game. Games have been around since 1951 when the first game Pong was invented, which took to an international stage (Pong Story, 2013). Since then technology has evolved, which has allowed game designers to make more sophisticated and technical games, which gives the players a more realistic experience.
Agile is an iterative and incremental (evolutionary) approach to software development which is performed in a highly collaborative manner by self-organizing teams within an effective governance framework, with "just enough" ceremony, that produces high quality solutions, in a cost effective and timely manner which meets the changing needs of its stakeholders [1].
Introduction: Games industry as a sector of new digital media is now playing a vital role in creating commercial value(Dovey and Kennedy, 2006). According to data given by guardian: the number of sales of of video games(both software and hardware) reaches top for the first time, four billion pounds in 2008, which is bigger than film and music sales(include CD,DVD and cinema box office takings ). Furthermore, the value of sales in global games industry in 2015 is 72.4 billion dollars and specialists predict that it will value at one hundred and thirteen dollars by 2018. Video games gradually achieve great commercial value and play a vital role in the entertanment industry. To emphasize, there are two indispensable factors making game
Did you know that video games can make you smarter? Nolan Bushnell, one of the pioneers of home console video games, claims that “there are several studies that demonstrate an addition of ten IQ points for people who play games.” Of course, some games are arguably more intellectually challenging than others, but they all have one thing in common: someone had to come up with the idea for it. Even what we would consider nowadays as a very simple and mindless game required someone to conceptualize it. Today, I will introduce you to the magical world of video game design. I will explain the history behind video games as a medium, the different career fields within design as a whole, and how video games can be used as a unique form of expression
Yet another method is extreme programming (XP). It is also a software development method which improves software quality and responsiveness to changing customer requirement (extreme). This program has proved very successful at many companies. It is successful because it focuses on customer satisfaction. Extreme programming emphasizes teamwork. In this program, managers, customers and developers are all equal partners in a team. Extreme programing improves a software project in different ways which are communication, simplicity, feedback, respect and courage. In this method, programmers constantly communicate with their customers. They keep their design simple and clean. They get feedback by testing their software and deliver the system to the customer as soon as possible and implement changes as suggested. Every team member involvement is essential for the success of the program. With this foundation extreme programmers are able to courageously respond to changing requirement and technology (Extreme Programming).
In the Entertainment Software Association’s 2013 report, information on the video game industry can summarized as: “1) 59% of Americans play video games, 2) Consumers spent $21.83 billion on video game hardware/accessories and video games, 3) 48% of all gamers are women, and 4) 51% of US households own a dedicated console, and those that do own an average of two.” (theesa.com, 2014). The facts speak for themselves: video games have become a significant part of our culture today, and can also be seen internationally. I personally worked for gaming retailer GameStop for almost 8 years, and utilizing that knowledge base, I intend to be a part of the growing industry. However, it is important to understand that the past-time so many enjoy can have adverse effects, as legal battles over the violent content of games have attempted to argue. Various school shootings