<commit_before>% The Frustrated Game Developer
% <NAME> and <NAME>
% April 9, 2015

# Project Goals
<img align="right" src="http://www4.ncsu.edu/~dford3/images/projects/computer_punch.jpg">

* Find literature on what frustrates game developers
* How do these frustrations stunt productivity?
* What is being done to solve them?



# Motivation
<img align="right" src="http://richardggibson.appspot.com/static/images/game-dev.png">

* We wanted better understanding of this area
* Current work lacking on qualitative lifestyle
* Where should future research efforts be applied?



# Literature Review
* Collect lots of relevant papers
* Determine the important papers
* Read
* Analyze

<img height=300px src="http://www.virtuallysorted.com/wp-content/uploads/2011/05/man-and-paper.jpg">

# Repertory Grid Analysis

* Repertory Grid Analysis - uses factor analysis to determine interpretations of an item.
* Each row of this grid identifies a dimension that was found while reading the papers.
* Each column identifies an attribute which in this case is the names of the relevant papers.

<img width=95% src="https://raw.githubusercontent.com/FrustratedGameDev/Papers/master/Grid/weightedCluster.png">


# Methodology

1. Determine seed papers
2. Determine relevant papers
3. Extract dimensions
4. Define key articles

# 1: Seed Papers

1. Cowboys, Ankle Sprains, and Keepers of Quality: How Is Video Game Development Different from Software Development? (E. Murphy-Hill et al.)
2. Game Development: Harder Than You Think (J. Blow)

# 2: Determine relevant papers
We used the following relevancy rules:

1. Does the paper discuss the development process?
2. Does the paper discuss game development?
3. Does the paper discuss some form of the challenges or stress encountered by developers?
4. Does the paper provide results of some form?

# 3: Extract dimensions
* Read abstracts
* Read in depth
* What happened if no dimension was extracted?

# 4: Key Papers

These papers were extremely important. We reviewed the references of all of these papers.

* Cowboys, Ankle Sprains, and Keepers of Quality: How Is Video Game Development Different from Software Development?
* Game Development: Harder Than You Think
* The 'Console Ship is Sinking' and What this Means for Indies
* International Game Developers Association. (2004). Quality of life white paper

# Issue Labels

<img align=center src="https://raw.githubusercontent.com/FrustratedGameDev/Papers/master/Grid/issuelabels.png">

#Repertory Grid Tool

<img align= center width=60% src="https://raw.githubusercontent.com/FrustratedGameDev/Papers/master/Grid/RGTScreenshot.png">

# Grid Iterations - Stage 1

<img width=100% src="https://raw.githubusercontent.com/FrustratedGameDev/Papers/master/Grid/FinalRepGrid_0323_02.png">

# Grid Iterations - Stage 2

<img width=100% src="https://raw.githubusercontent.com/FrustratedGameDev/Papers/master/Grid/cluster_v2.png">

# Grid Iterations - Stage 3

<img width=100% src="https://raw.githubusercontent.com/FrustratedGameDev/Papers/master/Grid/cluster_v3.png">

# Dimensions Defined


* Requirement Volatility: 
 Requirement volatility describes how often the requirements of a project change. 

* Quality of Life: 
The pressures of crunch while on the job, maintaining a stable job, and the desire to remain at the company all can be encompassed into the quality of life in this career.

* Creativity: 
 Creativity refers to the encouragement of developers to start from scratch with a project versus building on top of a current codebase. 

* Developer Motivation:
 With every profession there are certain aspects that draw interest. Ex. Work Ownership, User Interaction
   
# Dimension Defined (cont.)

* Autonomy for Funding:
 Traditonal funding sources (Venture Capitalists/Investors) and Crowdfunding. How the funding controls the product.

* Testing:
 There are circumstances where products have little to no documented testing strategy. Phases of Testing.
	
* Team composition:
1. the variation of interactions between the team
2. the viscosity 
3. the number of projects a team may handle

# Weighted Dimensions

* Weight adjustment tool

<img alt="Image of the Weight Adjustment Tool" src="https://raw.githubusercontent.com/FrustratedGameDev/Papers/master/Grid/WeightAdjuster.png">

# Finalized Repertory Grid 

<img width=100% src="https://raw.githubusercontent.com/FrustratedGameDev/Papers/master/Grid/weightedCluster.png">

# Discussion
<img width=30% alt="What it's like to be a game programmer" align="right" src = "http://www.siliconrepublic.com/fs/img/being-a-game-developer.jpg">

* 'Fun' is hard to define and makes game development that much more confusing
* Creativity is nutured differently in the games industry
* Implications for further user studies with games development 

# Future Work 

<img alt ="Future Work Repertory Grid Comparing General Software Development to Game Development" src ="https://raw.githubusercontent.com/FrustratedGameDev/Papers/master/Grid/CSC510Grid2.png">

* Define the many ways that software development compares to games development
* Qualitative comparision and implies that there are multiple ways that development can be approached to achieve a product
* Similar analysis to compare the amount of research approached in other software fields

# Milestones

* Identify key articles -- FINISHED
* Identify relevant articles referenced in key articles -- FINISHED
* Create first version of repertory grid -- FINISHED
* Outline -- we want to have an outline of our paper done by March 20. Lists sections and main goals of each section. -- FINISHED
* Finalize repertory grid for paper comparison by March 21. Requires reading through all papers and identifying dimensions. -- FINISHED
* Full paper draft by March 28. Must have full content for every section but does not need to be polished. -- FINISHED
* Finalize and submit paper by March 31 -- FINISHED
 
# References
 <commit_msg>Added Interesting Challenges section<commit_after>% The Frustrated Game Developer
% <NAME> and <NAME>
% April 9, 2015

# Project Goals
<img align="right" src="http://www4.ncsu.edu/~dford3/images/projects/computer_punch.jpg">

* Find literature on what frustrates game developers
* How do these frustrations stunt productivity?
* What is being done to solve them?



# Motivation
<img align="right" src="http://richardggibson.appspot.com/static/images/game-dev.png">

* We wanted better understanding of this area
* Current work lacking on qualitative lifestyle
* Where should future research efforts be applied?



# Literature Review
* Collect lots of relevant papers
* Determine the important papers
* Read
* Analyze

<img height=300px src="http://www.virtuallysorted.com/wp-content/uploads/2011/05/man-and-paper.jpg">

# Repertory Grid Analysis

* Repertory Grid Analysis - uses factor analysis to determine interpretations of an item.
* Each row of this grid identifies a dimension that was found while reading the papers.
* Each column identifies an attribute which in this case is the names of the relevant papers.

<img width=95% src="https://raw.githubusercontent.com/FrustratedGameDev/Papers/master/Grid/weightedCluster.png">


# Methodology

1. Determine seed papers
2. Determine relevant papers
3. Extract dimensions
4. Define key articles

# 1: Seed Papers

1. Cowboys, Ankle Sprains, and Keepers of Quality: How Is Video Game Development Different from Software Development? (<NAME> et al.)
2. Game Development: Harder Than You Think (<NAME>)

# 2: Determine relevant papers
We used the following relevancy rules:

1. Does the paper discuss the development process?
2. Does the paper discuss game development?
3. Does the paper discuss some form of the challenges or stress encountered by developers?
4. Does the paper provide results of some form?

# 3: Extract dimensions
* Read abstracts
* Read in depth
* What happened if no dimension was extracted?

# 4: Key Papers

These papers were extremely important. We reviewed the references of all of these papers.

* Cowboys, Ankle Sprains, and Keepers of Quality: How Is Video Game Development Different from Software Development?
* Game Development: Harder Than You Think
* The 'Console Ship is Sinking' and What this Means for Indies
* International Game Developers Association. (2004). Quality of life white paper

# Issue Labels

<img align=center src="https://raw.githubusercontent.com/FrustratedGameDev/Papers/master/Grid/issuelabels.png">

#Repertory Grid Tool

<img align= center width=60% src="https://raw.githubusercontent.com/FrustratedGameDev/Papers/master/Grid/RGTScreenshot.png">

# Grid Iterations - Stage 1

<img width=100% src="https://raw.githubusercontent.com/FrustratedGameDev/Papers/master/Grid/FinalRepGrid_0323_02.png">

# Grid Iterations - Stage 2

<img width=100% src="https://raw.githubusercontent.com/FrustratedGameDev/Papers/master/Grid/cluster_v2.png">

# Grid Iterations - Stage 3

<img width=100% src="https://raw.githubusercontent.com/FrustratedGameDev/Papers/master/Grid/cluster_v3.png">

# Dimensions Defined


* Requirement Volatility: 
 Requirement volatility describes how often the requirements of a project change. 

* Quality of Life: 
The pressures of crunch while on the job, maintaining a stable job, and the desire to remain at the company all can be encompassed into the quality of life in this career.

* Creativity: 
 Creativity refers to the encouragement of developers to start from scratch with a project versus building on top of a current codebase. 

* Developer Motivation:
 With every profession there are certain aspects that draw interest. Ex. Work Ownership, User Interaction
   
# Dimension Defined (cont.)

* Autonomy for Funding:
 Traditonal funding sources (Venture Capitalists/Investors) and Crowdfunding. How the funding controls the product.

* Testing:
 There are circumstances where products have little to no documented testing strategy. Phases of Testing.
	
* Team composition:
1. the variation of interactions between the team
2. the viscosity 
3. the number of projects a team may handle

# Weighted Dimensions

* Weight adjustment tool

<img alt="Image of the Weight Adjustment Tool" src="https://raw.githubusercontent.com/FrustratedGameDev/Papers/master/Grid/WeightAdjuster.png">

# Finalized Repertory Grid 

<img width=100% src="https://raw.githubusercontent.com/FrustratedGameDev/Papers/master/Grid/weightedCluster.png">

# Discussion
<img width=30% alt="What it's like to be a game programmer" align="right" src = "http://www.siliconrepublic.com/fs/img/being-a-game-developer.jpg">

* 'Fun' is hard to define and makes game development that much more confusing
* Creativity is nutured differently in the games industry
* Implications for further user studies with games development 

#Interesting Challenges

* Defining our method to approach our literature review
* Combining dimesnions: Dimensions have different interpretations to researchers
* Difficulty in identifying throrough investigation of games industry

# Future Work 

<img alt ="Future Work Repertory Grid Comparing General Software Development to Game Development" src ="https://raw.githubusercontent.com/FrustratedGameDev/Papers/master/Grid/CSC510Grid2.png">

* Define the many ways that software development compares to games development
* Qualitative comparision and implies that there are multiple ways that development can be approached to achieve a product
* Similar analysis to compare the amount of research approached in other software fields

# Milestones

* Identify key articles -- FINISHED
* Identify relevant articles referenced in key articles -- FINISHED
* Create first version of repertory grid -- FINISHED
* Outline -- we want to have an outline of our paper done by March 20. Lists sections and main goals of each section. -- FINISHED
* Finalize repertory grid for paper comparison by March 21. Requires reading through all papers and identifying dimensions. -- FINISHED
* Full paper draft by March 28. Must have full content for every section but does not need to be polished. -- FINISHED
* Finalize and submit paper by March 31 -- FINISHED
 
# References
 
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