Dataset of Video Game Development Problems. Politowski, C., Petrillo, F., Ullmann, G. C., de Andrade Werly, J., & Gu�h�neuc, Y. In Baysal, O. & Vasilescu, B., editors, Proceedings of the 17<sup>th</sup> International Conference on Mining Software Repositories (MSR), pages 553–557, June, 2020. ACM Press. 5 pages. Dataset.
Paper abstract bibtex Different from traditional software development, there is little information about the software-engineering process and techniques in video-game development. One popular way to share knowledge among the video-game developers' community is the publishing of postmortems, which are documents summarizing what happened during the video-game development project. However, these documents are written without formal structure and often providing disparate information. Through this paper, we provide developers and researchers with grounded dataset describing software-engineering problems in video-game development extracted from postmortems. We created the dataset using an iterative method through which we manually coded more than 200 postmortems spanning 20 years (1998 to 2018) and extracted 1,035 problems related to software engineering while maintaining traceability links to the postmortems. We grouped the problems in 20 different types. This dataset is useful to understand the problems faced by developers during video-game development, providing researchers and practitioners a starting point to study video-game development in the context of software engineering.
@INPROCEEDINGS{Politowski20-MSR-Data-VideoGamesDevelopmentProblems,
AUTHOR = {Cristiano Politowski and Fabio Petrillo and
Gabriel Cavalheiro Ullmann and de Andrade Werly, Josias and
Yann-Ga�l Gu�h�neuc},
BOOKTITLE = {Proceedings of the 17<sup>th</sup> International Conference on Mining Software Repositories (MSR)},
TITLE = {Dataset of Video Game Development Problems},
YEAR = {2020},
OPTADDRESS = {},
OPTCROSSREF = {},
EDITOR = {Olga Baysal and Bogdan Vasilescu},
MONTH = {June},
NOTE = {5 pages. Dataset.},
OPTNUMBER = {},
OPTORGANIZATION = {},
PAGES = {553--557},
PUBLISHER = {ACM Press},
OPTSERIES = {},
OPTVOLUME = {},
KEYWORDS = {Topic: <b>Code and design smells</b>, Venue: <c>MSR</c>},
URL = {http://www.ptidej.net/publications/documents/MSR20.doc.pdf},
PDF = {http://www.ptidej.net/publications/documents/MSR20.ppt.pdf},
ABSTRACT = {Different from traditional software development, there
is little information about the software-engineering process and
techniques in video-game development. One popular way to share
knowledge among the video-game developers' community is the
publishing of postmortems, which are documents summarizing what
happened during the video-game development project. However, these
documents are written without formal structure and often providing
disparate information. Through this paper, we provide developers and
researchers with grounded dataset describing software-engineering
problems in video-game development extracted from postmortems. We
created the dataset using an iterative method through which we
manually coded more than 200 postmortems spanning 20 years (1998 to
2018) and extracted 1,035 problems related to software engineering
while maintaining traceability links to the postmortems. We grouped
the problems in 20 different types. This dataset is useful to
understand the problems faced by developers during video-game
development, providing researchers and practitioners a starting point
to study video-game development in the context of software
engineering.}
}
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