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

Tutkimustuotosvertaisarvioitu

Yksityiskohdat

AlkuperäiskieliEnglanti
OtsikkoChallenges and Opportunities in the Digital Era
Alaotsikko17th IFIP WG 6.11 Conference on e-Business, e-Services, and e-Society, I3E 2018, Kuwait City, Kuwait, October 30 – November 1, 2018, Proceedings
JulkaisupaikkaCham
KustantajaSpringer Nature
Sivut217-231
Sivumäärä15
Vuosikerta11195
ISBN (elektroninen)978-3-030-02131-3
ISBN (painettu)978-3-030-02130-6
DOI - pysyväislinkit
TilaJulkaistu - 30 lokakuuta 2018
OKM-julkaisutyyppiA4 Artikkeli konferenssijulkaisussa
TapahtumaConference on e-Business, e-Services, and e-Society - Kuwait City, Kuwait
Kesto: 30 lokakuuta 20181 marraskuuta 2018

Julkaisusarja

NimiLecture Notes in Computer Science
Numero11195
ISSN (elektroninen)1611-3349

Conference

ConferenceConference on e-Business, e-Services, and e-Society
MaaKuwait
KaupunkiKuwait City
Ajanjakso30/10/181/11/18

Tiivistelmä

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.

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