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What is a Minimum Viable (Video) Game? Towards a Research Agenda

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review


Original languageEnglish
Title of host publicationChallenges and Opportunities in the Digital Era
Subtitle of host publication17th IFIP WG 6.11 Conference on e-Business, e-Services, and e-Society, I3E 2018, Kuwait City, Kuwait, October 30 – November 1, 2018, Proceedings
Place of PublicationCham
PublisherSpringer Nature
Number of pages15
ISBN (Electronic)978-3-030-02131-3
ISBN (Print)978-3-030-02130-6
Publication statusPublished - 30 Oct 2018
Publication typeA4 Article in a conference publication
EventConference on e-Business, e-Services, and e-Society - Kuwait City, Kuwait
Duration: 30 Oct 20181 Nov 2018

Publication series

NameLecture Notes in Computer Science
ISSN (Electronic)1611-3349


ConferenceConference on e-Business, e-Services, and e-Society
CityKuwait City


The concept of ‘Minimum Viable Product’ (MVP) is largely adapted in the software industry as well as in academia. Minimum viable products are used to test hypotheses regarding the target audience, save resources from unnecessary development work and guide a company towards a stable business model. As the game industry is becoming an important business domain, it is not surprise that the concept has been adopted also in the game development. This study surveys how a Minimum Viable Game (MVG) is defined, what is reported in extant literature as well as present results from a small case study survey done to nine game development companies. The study shows that despite popularity of minimum viable games in the industrial fora, the presented views on the concept are diverged and there is lack of practical guidelines and research supporting game companies. This study points out research gaps in the area as well as calls for actions to further develop the concept and to define guidelines.

Publication forum classification

Field of science, Statistics Finland