• DocumentCode
    2076374
  • Title

    Synthesized essence: what game jams teach about prototyping of new software products

  • Author

    Musil, Juergen ; Schweda, Angelika ; Winkler, Dietmar ; Biffl, Stefan

  • Author_Institution
    Christian Doppler Lab. for Software Eng. Integration for Flexible Autom. Syst., Vienna Univ. of Technol., Vienna, Austria
  • Volume
    2
  • fYear
    2010
  • fDate
    2-8 May 2010
  • Firstpage
    183
  • Lastpage
    186
  • Abstract
    The development of video games comprises engineering teams within various disciplines, e.g., software engineering, game production, and creative arts. Game jams are a promising approach for (software+) development projects to foster on new product development. This paper evaluates the concept of game jam, a community design/development activity, and its positive effects on new software product development with tight schedules in time-oriented, competitive environments. Game jams have received more public attention in recent times, but the concept itself has not been formally discussed so far. A game jam is a composition of design and development strategies: new product development, participatory design, lightweight construction, rapid experience prototyping, product-value focusing, aesthetics and technology, concurrent development and multidisciplinarity. Although game jams are normally used for rapid prototyping of small computer games, the constellation of the mentioned elements provides a powerful technique for rapidly prototyping new product ideas and disruptive innovations.
  • Keywords
    computer games; concurrent engineering; product development; software development management; software prototyping; aesthetics; community design-development activity; concurrent development; game jam; lightweight construction; multidisciplinary strategy; new software product development; participatory design; product-value focusing; rapid experience prototyping; software development project; software prototyping; video game; Collaboration; Games; Product development; Software; Software engineering; Technological innovation; Testing; agile; game development; innovation; new product development; participatory design; prototyping;
  • fLanguage
    English
  • Publisher
    ieee
  • Conference_Titel
    Software Engineering, 2010 ACM/IEEE 32nd International Conference on
  • Conference_Location
    Cape Town
  • ISSN
    0270-5257
  • Print_ISBN
    978-1-60558-719-6
  • Type

    conf

  • DOI
    10.1145/1810295.1810325
  • Filename
    6062155