Malmö University Publications
System disruptions
We are currently experiencing disruptions on the search portals due to high traffic. We are working to resolve the issue, you may temporarily encounter an error message.
Change search
CiteExportLink to record
Permanent link

Direct link
Cite
Citation style
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf
Real-Time Sweetspot: The Multiple Meanings of Game Company Playtests
Malmö högskola, Faculty of Culture and Society (KS), School of Arts and Communication (K3).ORCID iD: 0000-0003-4132-2287
2007 (English)In: Situated Play, DiGRA , 2007Conference paper, Published paper (Refereed)
Abstract [en]

Game design, like gameplay, is situated. Though we find ourselves in a period of global growth and consolidation in the games industry, marked by broad changes in how design work is organized, our understanding of game design as it is currently practiced needs to be rooted in local contexts of production. One useful way to explore the situated-ness of game development is by tracing the implementation of playtesting of prototypes in game companies. The implementation of playtesting serves as an acknowledgement of the complexity of designing for the emergent properties of games, and also reveals attitudes towards the player. This case study of playtesting a real-time strategy (RTS) game under development at a Swedish game company is based upon observations of test sessions and interviews with employees from March 2006-February 2007. Specifically, this study will trace the various outcomes of a single game-balancing (“Sweetspot”) playtest conducted in March of 2006. This test serves as a locus of playtest meaning, and demonstrates that playtesting at the company is used to achieving clarity in the game design process, to support an evolutionary design methodology, and as a means of communicating the state of the game to outside actors. In short, playtesting has meaning in several contexts, both within and beyond the immediate design task at hand. Whether the results of a playtest session take the form of a numerical figure, a written report, or a fast scrawl in the lead designer’s notebook, they need to be interpreted carefully in the light of their complex nature.

Place, publisher, year, edition, pages
DiGRA , 2007.
Keywords [en]
Game Development, Playtesting
National Category
Medical and Health Sciences
Identifiers
URN: urn:nbn:se:mau:diva-10837Scopus ID: 2-s2.0-80053345386Local ID: 12775OAI: oai:DiVA.org:mau-10837DiVA, id: diva2:1407880
Conference
Digital Games Research Association (DiGRA), Tokyo, Japan (2007)
Available from: 2020-02-29 Created: 2020-02-29 Last updated: 2024-12-02Bibliographically approved

Open Access in DiVA

fulltext(1101 kB)260 downloads
File information
File name FULLTEXT01.pdfFile size 1101 kBChecksum SHA-512
5823f40b9c62e090339fafe74ebbe9d652f06c6ad441f5507875e43d1ce7a47a71f8c8bcf6104b8d08e6be471d6f96f9a3bde1474ecc42639415d12ad36162ea
Type fulltextMimetype application/pdf

Other links

Scopushttp://www.digra2007.jp/

Authority records

Niedenthal, Simon

Search in DiVA

By author/editor
Niedenthal, Simon
By organisation
School of Arts and Communication (K3)
Medical and Health Sciences

Search outside of DiVA

GoogleGoogle Scholar
Total: 260 downloads
The number of downloads is the sum of all downloads of full texts. It may include eg previous versions that are now no longer available

urn-nbn

Altmetric score

urn-nbn
Total: 116 hits
CiteExportLink to record
Permanent link

Direct link
Cite
Citation style
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf