KFUDI: En testmetode til brug i udviklingen af spil til børn
Studenteropgave: Kandidatspeciale og HD afgangsprojekt
- Nina Bjerknæs Larsen
- Jesper Landbo Jørgensen
- Dennis Guldbrandsen
4. semester, Humanistisk Informatik - Multimedie
Within the gaming industry, it is still not common to follow
a specific development method, in order to create a fun
product. The industry is still marked by its very beginning,
where it was seen as a less serious enterprise ‐ a hobby.
Unfortunately, as game productions have gotten larger, not
all companies have followed through and structured their
development process. Although several game developers
such as Tracy Fullerton and Dan Irish have tried to
formulate well‐tried processes, there is still need for
additional research. Master students with an interest in
this area have examined the “old” texts again and again, to
clarify what it takes to develop a fun game. Is there
possibly an unknown magic formula which the gaming
industry can use to earn an extensive amount of money? –
We all wait for the day when this will be found, where
practice and theory can be combined in a viable
development approach.
When we go through different product and academic
development methods, we find that something is missing.
Often, an important part is forgotten or downgraded: Tests
performed by the target audience. We all know how
frustrating it is when a program or game is not working or
not working as we wish it would. Either we learn to live
with it as it is, or we find another program or game that
can satisfy our needs and wishes.
All businesses want to hold the largest market share, to
maintain a larger income. To achieve this, it is our position
that companies need to focus more on testing their
products. It is not enough that one or more employees
conduct those tests and consider various usability errors.
They need to get help from the target audience to test what
they like and do not like about the product. The companies
will have formed some experience over the years, but
players expect new challenges, new initiatives. If the
companies just conduct their usual routines, how can they
ever earn more market shares?
In this thesis, we focus on the development of a test where
the target audience are children. We have had a positive
attitude from the beginning, and a hypothesis that it should
be possible to develop a general method that can not only
be used on a single type of game, but can be used every
time a new product is developed. The method should be
easy to use, profitable for the company and also generate
useful data.
We have no past experience with method development, so
we contacted four firms: The Game Factory, ITE, Ivanoff
Interactive and Tonic Games, to see which tests they carry
out in the product development process, if any. We have
also been in collaboration with Tonic Games in order to
use a game that is still in the development stage for our
case study in order to conclude whether we obtain useful
data from our method.
The test procedure has been developed in combination of
our experience from previous projects, empirical research
and the involvement of various theories. A thesis that
contains a large proportion practical experience, can
quickly turn out to be descriptive rather than critical and
argumentative, hence we have chosen to involve reasoning
theory as an aid to raise the level of the thesis.
Through our investigation we have managed to put
together a flexible method, which we believe could be used
in the development of computer games where the target
audience are children. The flexibility of the method lies
within the company’s ability to balance their resources. If
some parts of the method have already been reviewed in
previous tests, such as drafting a contract, this can be
minimized, and time spent during the testing phase during
development is thereby abridged.
With our test method we have achieved what we wanted in
this thesis: to develop a general method for testing
computer games, that have children as target audience.
Sprog | Dansk |
---|---|
Udgivelsesdato | 2009 |
Antal sider | 196 |
Udgivende institution | Aalborg Universitet |
Billeder

Bogomslag.