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Dr. Jussi Kasurinen 
Prof. Kari Smolander
Context: Software projects often have four objectives; to produce the required functionality, in budget and in schedule, with acceptable quality. That statement may be true for most of the ordinary software development projects, but are these objectives enough for game development, where creativity and artistic aspects have a major role? 
Goal: We analyze how game developing organizations test their products, what are their main test objectives and how they perceive themselves in the software business. 
Method: We interviewed seven game development teams from different companies and studied how they test their products with grounded theory approach. 
Results: Our results suggest that game developers focus on soft values such as game content or user experience, instead of more traditional objectives such as reliability or efficiency. 
Conclusions: Game developers have similar, but not fully comparable to software industry, set of priorities in their software testing and quality assurance approaches.
Organization 
Release platforms 
Production team size1 
Intended distribution channels for products 
Number of released games 
Age of the organization 
Case A 
PC2, game consoles2 
Large 
Digital distribution, boxed copies 
More than 10 released products 
More than 5 years 
Case B 
Mobile platforms 
Small 
Platform store 
Less than 5 released products 
Less than 3 years 
Case C 
Game consoles2, PC2 
Large 
Boxed copies, digital distribution 
More than 10 released products 
More than 5 years 
Case D 
Mobile platforms, PC2 
Medium 
Platform store, digital distribuiton 
Less than 5 released products 
Less than 3 years 
Case E 
Mobile platforms 
Small 
Platform store 
Less than 5 released products 
Less than 3 years 
Case F 
PC2 
Medium 
Digital distribution 
Developing first commerial product 
Less than year 
Case G 
Browser games 
Small 
Separate service site 
Developing first commercial product 
Less than year 
1Number of people contributing working hours to the released product, size by SME definitions [26] 
2Releases for this platform usually also include publishing contract or funding partners.
Interviewee role 
Description 
Main themes of the interviews 
1 
Team leader or project manager 
The interviewee is responsible for the management of the development of one product, or one phase of develpment for all products. 
Development process, test process, quality, outsourcing, development tools, organizational aspects. 
2 
Developer or tester 
The interviewee was responsible for the development tasks, preferably also with the responsibilities of software testing activities. 
Development process, test process, development tools, development methods, quality. 
3 
Upper management or owner 
The interviewee was from the upper management, or a business owner with an active role in the organization. 
Organization, quality, marketing, innovation and design process, development process. 
4 
Lead designer or Art designer 
The interviewee was a game designer, or managerial level person with the ability to affect the product design. 
Development process, design and innovation, testing, quality
Grounded Theory, Straussian approach 
Several organizations 
Several people, viewpoints 
4 interview rounds, 27 sessions 
172 codified entries in 12 main themes 
1574 individual observations 
~30 hours of recordings 
Codification process 
Seed categories 
Open coding 
Axial coding 
Selective coding
Table 3: Findings and related categories from the case organizations 
Case A 
B 
C 
D 
E 
F 
G 
Main testing objective in game development 
User experience, technical aspects 
User experience, technical aspects 
Technical aspects, game mechanics, user experience 
Game mechanics, user experience, technical aspects 
Technical aspects, user experience 
Technical aspects, Game mechanics 
Game mechanics, technical aspects 
Used test methods 
usability testing, tasked tests, explorative testing, external testing 
Unit testing, integration testing, usability testing 
usability testing, tasked tests, explorative testing 
usability, unit testing, explorative testing, external testing 
Usability testing, explorative testing, market surveys 
Tasked tests, unit testing 
Unit testing, explorative testing 
Test plan for the product 
Pre-defined by QA lead 
Lead designer -made decisions 
Pre-defined by QA lead 
Management -made decisions 
Team-made decisions 
Pre-defined by management 
Team-made decisions 
Development approach 
Defined agile, SCRUM 
Plan-driven 
Defined agile, SCRUM 
Undefined agile 
Undefined agile 
Defined agile, SCRUM 
Defined agile 
Test process effect on product design 
Large, able to affect features 
Medium, able to affect features 
Large, may cause major changes 
Small, some changes possible 
Large, may cause major changes 
Large, may cause major changes 
Large, able to affect features 
Amount of resources 
Average, 50% 
Good, 85% 
Average, 50% 
Low, 75% 
Good, 70% 
First product 
First product 
Type of product 
PC, game consoles 
Mobile devices 
Game consoles, mobile 
Mobile devices, PC 
Mobile devices 
PC, mobile devices 
Browser games 
Product Size 
Large 
Small 
Large 
Medium 
Small 
Medium 
Small 
Organizational background 
Media 
Academy 
Media 
Media 
Software Industry 
Academy 
Software Industry 
Creative work vs. Software Creative 
Creative 
Leans to creative 
Divided 
Divided 
Leans to creative 
Leans to creative
1.Most game developers consider their work to be creative work, where software development is only a means of expression. 
2.In game development, the test process has a larger influence on the product than in the conventional software development, as late changes are allowed and even expected. 
3.Test management is more ad hoc in game development than in conventional software development. 
4.Game organizations do not focus on the same testing areas than conventional software organizations. 
5.Game organizations have sufficient test resources even if the approach to testing does not have highly organized processes.
Observed testing behavior of game-developing organizations 
-Focus on testing the product with end users, technical reviews a secondary concern. 
-Focus on usability, learnability and user experience over technical functionality and technical quality. 
-Testing is used to steer the product design work; fun factor one of the tested aspects along with technical requirements. 
-Late changes expected, development process constructed to allow late changes to the product design. 
-Test process has a higher importance than with traditional products, since most things need testing with real users. 
-Usability testing, explorative testing and variations of unit testing the most commonly applied test methods. 
-Moderate to good amount of resources dedicated to testing work; the average is the same as in traditional software development, but no organization reported lack of resources.
Game developing organizations have in testing a strong emphasis on soft values such as usability or user experience to the degree that even major changes may occur late in the development based on the test results. 
Even shorter summary: Game projects have five objectives; 
1.produce required functionalities 
2.in budget and 
3.in schedule, 
4.with acceptable quality, 
5. and the result has to appeal emotionally to the customers.
Qualitative studies have limitations in applicability 
Reliability and validity 
”The most important part is to show that the research team actually knows what it knows.” 
However, in any case, qualitative study results are always context-sensitive. Outside the scope of the study they should be regarded as recommendations or considerations.
MASTO and STX projects on software testing and quality assessment. 
Part of Game Cluster and “Kaakon Peliklusteri”-projects, in which papers on: 
Technical Infrastructure and Tools of Game Development 
Applicability of the ISO/IEC 29110 model (and other process models) 
Cloud technology and application of new technology 
Papers going more into details (continuance for today’s topic) 
Games and Software Design 
Business models in game business 
Requirements engineering and game development 
Game company growth model from startup to established business
All papers mentioned on the previous slide (and contact info) at http://www2.it.lut.fi/GRIP/ 
PR picture of our campus 
(Unless I show this our administration will not validate my return ticket)

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What Do Game Developers Test in Their Products?

  • 1. Dr. Jussi Kasurinen Prof. Kari Smolander
  • 2. Context: Software projects often have four objectives; to produce the required functionality, in budget and in schedule, with acceptable quality. That statement may be true for most of the ordinary software development projects, but are these objectives enough for game development, where creativity and artistic aspects have a major role? Goal: We analyze how game developing organizations test their products, what are their main test objectives and how they perceive themselves in the software business. Method: We interviewed seven game development teams from different companies and studied how they test their products with grounded theory approach. Results: Our results suggest that game developers focus on soft values such as game content or user experience, instead of more traditional objectives such as reliability or efficiency. Conclusions: Game developers have similar, but not fully comparable to software industry, set of priorities in their software testing and quality assurance approaches.
  • 3. Organization Release platforms Production team size1 Intended distribution channels for products Number of released games Age of the organization Case A PC2, game consoles2 Large Digital distribution, boxed copies More than 10 released products More than 5 years Case B Mobile platforms Small Platform store Less than 5 released products Less than 3 years Case C Game consoles2, PC2 Large Boxed copies, digital distribution More than 10 released products More than 5 years Case D Mobile platforms, PC2 Medium Platform store, digital distribuiton Less than 5 released products Less than 3 years Case E Mobile platforms Small Platform store Less than 5 released products Less than 3 years Case F PC2 Medium Digital distribution Developing first commerial product Less than year Case G Browser games Small Separate service site Developing first commercial product Less than year 1Number of people contributing working hours to the released product, size by SME definitions [26] 2Releases for this platform usually also include publishing contract or funding partners.
  • 4. Interviewee role Description Main themes of the interviews 1 Team leader or project manager The interviewee is responsible for the management of the development of one product, or one phase of develpment for all products. Development process, test process, quality, outsourcing, development tools, organizational aspects. 2 Developer or tester The interviewee was responsible for the development tasks, preferably also with the responsibilities of software testing activities. Development process, test process, development tools, development methods, quality. 3 Upper management or owner The interviewee was from the upper management, or a business owner with an active role in the organization. Organization, quality, marketing, innovation and design process, development process. 4 Lead designer or Art designer The interviewee was a game designer, or managerial level person with the ability to affect the product design. Development process, design and innovation, testing, quality
  • 5. Grounded Theory, Straussian approach Several organizations Several people, viewpoints 4 interview rounds, 27 sessions 172 codified entries in 12 main themes 1574 individual observations ~30 hours of recordings Codification process Seed categories Open coding Axial coding Selective coding
  • 6. Table 3: Findings and related categories from the case organizations Case A B C D E F G Main testing objective in game development User experience, technical aspects User experience, technical aspects Technical aspects, game mechanics, user experience Game mechanics, user experience, technical aspects Technical aspects, user experience Technical aspects, Game mechanics Game mechanics, technical aspects Used test methods usability testing, tasked tests, explorative testing, external testing Unit testing, integration testing, usability testing usability testing, tasked tests, explorative testing usability, unit testing, explorative testing, external testing Usability testing, explorative testing, market surveys Tasked tests, unit testing Unit testing, explorative testing Test plan for the product Pre-defined by QA lead Lead designer -made decisions Pre-defined by QA lead Management -made decisions Team-made decisions Pre-defined by management Team-made decisions Development approach Defined agile, SCRUM Plan-driven Defined agile, SCRUM Undefined agile Undefined agile Defined agile, SCRUM Defined agile Test process effect on product design Large, able to affect features Medium, able to affect features Large, may cause major changes Small, some changes possible Large, may cause major changes Large, may cause major changes Large, able to affect features Amount of resources Average, 50% Good, 85% Average, 50% Low, 75% Good, 70% First product First product Type of product PC, game consoles Mobile devices Game consoles, mobile Mobile devices, PC Mobile devices PC, mobile devices Browser games Product Size Large Small Large Medium Small Medium Small Organizational background Media Academy Media Media Software Industry Academy Software Industry Creative work vs. Software Creative Creative Leans to creative Divided Divided Leans to creative Leans to creative
  • 7. 1.Most game developers consider their work to be creative work, where software development is only a means of expression. 2.In game development, the test process has a larger influence on the product than in the conventional software development, as late changes are allowed and even expected. 3.Test management is more ad hoc in game development than in conventional software development. 4.Game organizations do not focus on the same testing areas than conventional software organizations. 5.Game organizations have sufficient test resources even if the approach to testing does not have highly organized processes.
  • 8. Observed testing behavior of game-developing organizations -Focus on testing the product with end users, technical reviews a secondary concern. -Focus on usability, learnability and user experience over technical functionality and technical quality. -Testing is used to steer the product design work; fun factor one of the tested aspects along with technical requirements. -Late changes expected, development process constructed to allow late changes to the product design. -Test process has a higher importance than with traditional products, since most things need testing with real users. -Usability testing, explorative testing and variations of unit testing the most commonly applied test methods. -Moderate to good amount of resources dedicated to testing work; the average is the same as in traditional software development, but no organization reported lack of resources.
  • 9. Game developing organizations have in testing a strong emphasis on soft values such as usability or user experience to the degree that even major changes may occur late in the development based on the test results. Even shorter summary: Game projects have five objectives; 1.produce required functionalities 2.in budget and 3.in schedule, 4.with acceptable quality, 5. and the result has to appeal emotionally to the customers.
  • 10. Qualitative studies have limitations in applicability Reliability and validity ”The most important part is to show that the research team actually knows what it knows.” However, in any case, qualitative study results are always context-sensitive. Outside the scope of the study they should be regarded as recommendations or considerations.
  • 11. MASTO and STX projects on software testing and quality assessment. Part of Game Cluster and “Kaakon Peliklusteri”-projects, in which papers on: Technical Infrastructure and Tools of Game Development Applicability of the ISO/IEC 29110 model (and other process models) Cloud technology and application of new technology Papers going more into details (continuance for today’s topic) Games and Software Design Business models in game business Requirements engineering and game development Game company growth model from startup to established business
  • 12. All papers mentioned on the previous slide (and contact info) at http://www2.it.lut.fi/GRIP/ PR picture of our campus (Unless I show this our administration will not validate my return ticket)