Project Management anti-patterns are well-documented in the software-engineering literature, and studying them allows understanding their impacts on teams and projects. The video game development industry is known for its mismanagement practices, and therefore applying this knowledge would help improving game developers' productivity and well-being. In this paper, we map project management anti-patterns to anti-patterns reported by game developers in the gray literature. We read 440 postmortems problems, identified anti-pattern candidates, and related them with definitions from the software-engineering literature. We discovered that most anti-pattern candidates could be mapped to anti-patterns in the software-engineering literature, except for Feature Creep, Feature Cuts, Working on Multiple Projects, and Absent or Inadequate Tools. We discussed the impact of the unmapped candidates on the development process while also drawing a parallel between video games and traditional software development. Future works include validating the definitions of the candidates via survey with practitioners and also considering development anti-patterns.
翻译:在软件工程文献中,项目管理反模式有详细记载,研究它们可以理解其对团队和项目的影响。视频游戏开发业以管理不善的做法著称,因此应用这一知识将有助于提高游戏开发商的生产力和福祉。在本文中,我们绘制了游戏开发商在灰色文献中报告的反模式的项目管理反模式图。我们读了440个死后问题,确定了反模式候选人,并将他们与软件工程文献中的定义联系起来。我们发现,大多数反模式候选人都可以在软件工程文献中被映射为反模式,但特异性、特异性剪裁、多项目工作、存在或不足工具除外。我们讨论了未确定候选人对开发过程的影响,同时将视频游戏与传统软件开发联系起来。未来的工作包括通过与从业人员的调查验证候选人的定义,并考虑开发反模式。