TY - GEN
T1 - What is a Minimum Viable (Video) Game?
T2 - Conference on e-Business, e-Services, and e-Society
AU - Hyrynsalmi, Sami
AU - Klotins, Eriks
AU - Unterkalmsteiner, Michael
AU - Gorschek, Tony
AU - Tripathi, Nirnaya
AU - Pompermaier, Leandro Bento
AU - Prikladnicki, Rafael
N1 - jufoid=62555
PY - 2018/10/30
Y1 - 2018/10/30
N2 - 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.
AB - 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.
U2 - 10.1007/978-3-030-02131-3_20
DO - 10.1007/978-3-030-02131-3_20
M3 - Conference contribution
SN - 978-3-030-02130-6
VL - 11195
T3 - Lecture Notes in Computer Science
SP - 217
EP - 231
BT - Challenges and Opportunities in the Digital Era
PB - Springer
CY - Cham
Y2 - 30 October 2018 through 1 November 2018
ER -