University of Oulu

Hyrynsalmi S. et al. (2018) What is a Minimum Viable (Video) Game?. In: Al-Sharhan S. et al. (eds) Challenges and Opportunities in the Digital Era. I3E 2018. Lecture Notes in Computer Science, vol 11195. Springer, Cham

What is a Minimum Viable (Video) Game?

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Author: Hyrynsalmi, Sami1; Klotins, Eriks2; Unterkalmsteiner, Michael2;
Organizations: 1Tampere University of Technology, Pori, Finland
2Software Engineering Research Lab, Blekinge Institute of Technology, Karlskrona, Sweden
3University of Oulu, Oulu, Finland
4PUCRS—Pontifical Catholic University of Rio Grande do Sul, Porto Alegre, Brazil
Format: article
Version: accepted version
Access: open
Online Access: PDF Full Text (PDF, 0.2 MB)
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Language: English
Published: Springer Nature, 2018
Publish Date: 2019-01-11


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.

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Series: Lecture notes in computer science
ISSN: 0302-9743
ISSN-E: 1611-3349
ISSN-L: 0302-9743
ISBN: 978-3-030-02131-3
ISBN Print: 978-3-030-02130-6
Volume: 11195
Pages: 217 - 231
DOI: 10.1007/978-3-030-02131-3_20
Host publication: Challenges and Opportunities in the Digital Era. I3E 2018
Host publication editor: Al-Sharhan, Salah A.
Simintiras, Antonis C.
Dwivedi, Yogesh K.
Janssen, Marijn
Mäntymäki, Matti
Tahat, Luay
Moughrabi, Issam
Ali, Taher M.
Rana, Nripendra P.
Conference: Conference on e-Business, e-Services and e-Society
Type of Publication: A4 Article in conference proceedings
Field of Science: 113 Computer and information sciences
Copyright information: © IFIP International Federation for Information Processing 2018. This is a post-peer-review, pre-copyedit version of an article published in Lecture Notes in Computer Science, vol 11195. The final authenticated version is available online at: