Learning from the Past: A Process Recommendation System for Video Game Projects using Postmortems Experiences. Politowski, C., Fontoura, L. M., Petrillo, F., & Gu�h�neuc, Y. In Proceedings of the 12<sup>th</sup> International Symposium on Empirical Software Engineering and Measurement (ESEM), pages 103–118, October, 2018. ACM Press. 2 pages. Journal First.
Paper abstract bibtex Context: The video game industry is a billion dollar industry that faces problems in the way games are developed. One method to address these problems is using developer aid tools, such as Recommendation Systems. These tools assist developers by generating recommendations to help them perform their tasks. Objective: This article describes a systematic approach to recommend development processes for video game projects, using postmortem knowledge extraction and a model of the context of the new project, in which "postmortems" are articles written by video game developers at the end of projects, summarizing the experience of their game development team. This approach aims to provide reflections about development processes used in the game industry as well as guidance to developers to choose the most adequate process according to the contexts they're in. Method: Our approach is divided in three separate phases: in the first phase, we manually extracted the processes from the postmortems analysis; in the second one, we created a video game context and algorithm rules for recommendation; and finally in the third phase, we evaluated the recommended processes by using quantitative and qualitative metrics, game developers feedback, and a case study by interviewing a video game development team. Contributions: This article brings three main contributions. The first describes a database of developers' experiences extracted from postmortems in the form of development processes. The second defines the main attributes that a video game project contain, which it uses to define the contexts of the project. The third describes and evaluates a recommendation system for video game projects, which uses the contexts of the projects to identify similar projects and suggest a set of activities in the form of a process.
@INPROCEEDINGS{Politowski18-ESEM-RecommendationPostmortems,
AUTHOR = {Cristiano Politowski and Lisandra M. Fontoura and
F�bio Petrillo and Yann-Ga�l Gu�h�neuc},
BOOKTITLE = {Proceedings of the 12<sup>th</sup> International Symposium on Empirical Software Engineering and Measurement (ESEM)},
TITLE = {Learning from the Past: A Process Recommendation System
for Video Game Projects using Postmortems Experiences},
YEAR = {2018},
OPTADDRESS = {},
OPTCROSSREF = {},
OPTEDITOR = {},
MONTH = {October},
NOTE = {2 pages. Journal First.},
OPTNUMBER = {},
OPTORGANIZATION = {},
PAGES = {103–118},
PUBLISHER = {ACM Press},
OPTSERIES = {},
OPTVOLUME = {},
KEYWORDS = {Topic: <b>Video game development</b>,
Rubrique : <b>d�veloppement des jeux vid�o</b>, Conference: ESEM},
URL = {http://www.ptidej.net/publications/documents/ESEM18.doc.pdf},
PDF = {http://www.ptidej.net/publications/documents/ESEM18.ppt.pdf},
ABSTRACT = {Context: The video game industry is a billion dollar
industry that faces problems in the way games are developed. One
method to address these problems is using developer aid tools, such
as Recommendation Systems. These tools assist developers by
generating recommendations to help them perform their tasks.
Objective: This article describes a systematic approach to recommend
development processes for video game projects, using postmortem
knowledge extraction and a model of the context of the new project,
in which "postmortems" are articles written by video game developers
at the end of projects, summarizing the experience of their game
development team. This approach aims to provide reflections about
development processes used in the game industry as well as guidance
to developers to choose the most adequate process according to the
contexts they're in. Method: Our approach is divided in three
separate phases: in the first phase, we manually extracted the
processes from the postmortems analysis; in the second one, we
created a video game context and algorithm rules for recommendation;
and finally in the third phase, we evaluated the recommended
processes by using quantitative and qualitative metrics, game
developers feedback, and a case study by interviewing a video game
development team. Contributions: This article brings three main
contributions. The first describes a database of developers'
experiences extracted from postmortems in the form of development
processes. The second defines the main attributes that a video game
project contain, which it uses to define the contexts of the project.
The third describes and evaluates a recommendation system for video
game projects, which uses the contexts of the projects to identify
similar projects and suggest a set of activities in the form of a
process.}
}
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