University of Oulu

E. Annanperä, J. Yli-Kantola, T. Sauvola, S. Heinonen and E. Siira, "Testing methods for mobile game development a case study on user feedback in different development phases," 2018 IEEE 6th International Conference on Serious Games and Applications for Health (SeGAH), Vienna, 2018, pp. 1-8. doi: 10.1109/SeGAH.2018.8401372

Testing methods for mobile game development a case study on user feedback in different development phases

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Author: Annanperä, Elina1; Yli-Kantola, Jani1; Sauvola, Tanja1;
Organizations: 1M3S Research Unit, University of Oulu, Oulu, Finland
2Data-driven Solutions, VTT Technical Research Centre of Finland Ltd, Oulu, Finland
Format: article
Version: accepted version
Access: open
Online Access: PDF Full Text (PDF, 0.4 MB)
Persistent link: http://urn.fi/urn:nbn:fi-fe201901232801
Language: English
Published: Institute of Electrical and Electronic Engineers, 2018
Publish Date: 2019-01-23
Description:

Abstract

Mobile games are relatively new industry, and their relevance on the game markets are rising. At the same time, it is very competitive market, as new games are coming out by hundreds every day. The challenges for the new game development come from the creative process and the human factors on how to make the game appealing. In this research, we study the use of test groups as part of new mobile game and concept development process in the early phases. They were used to complement the testing automation at the development phases when use of analytics was not yet possible. Six separate feedback collection sessions were arranged using different methods. The paper presents the main learnings of each used method, the perceived usefulness of the methods for the entire development process. We also contribute to the growing knowledge for mobile game development, focusing on methods for the testing with test user approaches. We conclude that testing with user groups can help clarify the mobile game design to create a more appealing game, but choosing the right groups and right moments in the game development phase can be difficult, as can be the interpretation of the feedback for decision making.

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Series: IEEE International Conference on Serious Games and Applications for Health
ISSN: 2330-5649
ISSN-L: 2330-5649
ISBN: 978-1-5386-6298-4
ISBN Print: 978-1-5386-6299-1
Pages: 1 - 8
DOI: 10.1109/SeGAH.2018.8401372
OADOI: https://oadoi.org/10.1109/SeGAH.2018.8401372
Host publication: 2018 IEEE 6th International Conference on Serious Games and Applications for Health (SeGAH)
Conference: IEEE International Conference on Serious Games and Applications for Health
Type of Publication: A4 Article in conference proceedings
Field of Science: 113 Computer and information sciences
Subjects:
Funding: This work was supported by TEKES (Finnish Funding Agency for Technology and Innovation) and the HILLA research program.
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