MOBILE VIDEO GAME QUALITY ASSURANCE IN A STARTUP COMPANY DURING A CLOSED BETA TEST PHASE

 
CONTINUE READING
MOBILE VIDEO GAME QUALITY ASSURANCE IN A STARTUP COMPANY DURING A CLOSED BETA TEST PHASE
 
                                          	
  
MOBILE	
  VIDEO	
  GAME	
  QUALITY	
  ASSURANCE	
  
IN	
  A	
  STARTUP	
  COMPANY	
  DURING	
  A	
  CLOSED	
  
                 BETA	
  TEST	
  PHASE:	
  
                                          	
  
                           Case	
  Grey	
  Area	
  
                                          	
  
                                 Jonas	
  Aaltio	
  
                                          	
  
                              Bachelor’s	
  Thesis	
  
                               October	
  2013	
  
                                          	
  
         Degree	
  Programme	
  in	
  Music	
  and	
  Media	
  Management	
  
            School	
  of	
  Business	
  and	
  Services	
  Management
                                              	
                                 	
                                                                              	
  
                                                                                                                                                              	
  
                                                                                                                          DESCRIPTION	
  
                                                                                    	
  
	
   Author(s)	
                                                     Type	
  of	
  publication	
                          Date	
  
	
   AALTIO,	
  Jonas	
  Juhani	
                                    Bachelor´s	
  Thesis	
                               20.10.2013	
  
                                                                     Pages	
  	
                                          Language	
  
                                                                     61	
                                                 English	
  
                                                                     Confidentiality	
                                    Permission	
  for	
  web	
  
                                                                     Parts	
  3-­‐6	
  for	
  the	
  duration	
  of	
     publication	
  
                                                                     5	
  years	
                                         (	
  	
  )	
  
 Title	
  
 MOBILE	
  VIDEO	
  GAMES	
  QUALITY	
  IN	
  A	
  STARTUP	
  COMPANY	
  DURING	
  A	
  CLOSED	
  BETA	
  TEST	
  PHASE:	
  
 Case	
  Grey	
  Area	
  
 	
  Degree	
  Programme	
  
 Degree	
  Programme	
  in	
  Music	
  and	
  Media	
  Management	
  
 	
  
 	
  Tutor(s)	
  
 KIVIAHO,	
  Niko	
  
 LUCK,	
  Heidi	
  
 	
  Assigned	
  by	
  
 Grey	
  Area	
  Ltd.	
  
 	
  
 Abstract	
  
 	
  
 Quality	
  assurance	
  in	
  mobile	
  video	
  games	
  development	
  has	
  a	
  crucial	
  role.	
  It	
  improves	
  the	
  product	
  in	
  
 all	
  frontiers	
  and	
  serves	
  as	
  one	
  of	
  the	
  final	
  steps	
  before	
  introducing	
  the	
  product	
  to	
  an	
  audience.	
  A	
  
 working	
  quality	
  assurance	
  will	
  offer	
  benefits	
  to	
  both	
  customer	
  and	
  developer	
  company.	
  Startup	
  
 companies	
  have	
  a	
  unique	
  approach	
  to	
  quality	
  assurance	
  and	
  Grey	
  Area	
  with	
  its	
  product	
  
 development	
  approach	
  is	
  among	
  so	
  called	
  lean	
  startup	
  companies.	
  When	
  a	
  startup	
  company	
  enters	
  
 a	
  closed	
  beta	
  test	
  phase,	
  the	
  quality	
  assurance	
  process	
  is	
  affected	
  along	
  with	
  other	
  product	
  
 development	
  processes.	
  
 	
  
 The	
  thesis	
  introduces	
  mobile	
  video	
  game	
  quality	
  assurance	
  in	
  two	
  separate	
  phases	
  of	
  product	
  
 development:	
  in	
  product	
  development	
  phase	
  and	
  in	
  a	
  closed	
  beta	
  test	
  phase.	
  The	
  research	
  task	
  was	
  
 approached	
  a	
  set	
  of	
  research	
  objectives:	
  Grey	
  Area’s	
  quality	
  assurance	
  and	
  its	
  development	
  during	
  
 a	
  closed	
  beta	
  test	
  phase,	
  Grey	
  Area’s	
  quality	
  assurance	
  during	
  a	
  product	
  development	
  phase	
  and	
  a	
  
 literature	
  overview	
  into	
  the	
  general	
  mobile	
  video	
  game	
  industry.	
  
 	
  
 The	
  study	
  was	
  conducted	
  by	
  using	
  a	
  case	
  study	
  research	
  approach.	
  The	
  case	
  study	
  approach	
  was	
  
 chosen	
  because	
  it	
  can	
  prove	
  very	
  effective	
  when	
  focusing	
  on	
  a	
  single	
  entity	
  observed	
  during	
  a	
  
 limited	
  period	
  of	
  time.	
  The	
  applied	
  case	
  study	
  research	
  methods	
  and	
  tools	
  included	
  mainly	
  
 qualitative	
  but	
  also	
  quantitative	
  approaches.	
  
 	
  
 The	
  results	
  of	
  the	
  research	
  revealed	
  subtle	
  direction	
  changes	
  in	
  the	
  quality	
  assurance	
  process	
  when	
  
 Grey	
  Area’s	
  two	
  product	
  development	
  phases	
  were	
  observed.	
  The	
  results	
  also	
  provide	
  insight	
  into	
  a	
  
 startup	
  company’s	
  quality	
  assurance	
  and	
  product	
  development	
  approaches	
  in	
  the	
  mobile	
  video	
  
 game	
  industry.	
  
 	
  
 	
  Keywords	
  
 Quality	
  assurance,	
  mobile	
  video	
  game	
  development,	
  closed	
  beta	
  testing,	
  startup	
  company,	
  lean	
  
 methods	
  
 	
  
 Miscellaneous	
  
 	
  
 The	
   thesis	
  was	
  created	
  under	
  a	
  confidentiality	
  agreement.	
  Therefore	
  any	
  Grey	
  Area’s	
  confidential	
  
 documents	
  are	
  not	
  included	
  as	
  attachments	
  and	
  any	
  confidential	
  figures	
  are	
  not	
  mentioned.	
  
 	
  
 	
  
                                         	
                               	
                                                                        	
  
                                                                                                                                                 	
  
                                                                                                              KUVAILULEHTI	
  
                                                                          	
  
Tekijä(t)	
   	
                                               Julkaisun	
  laji	
  	
                        Päivämäärä	
  
	
  
AALTIO,	
   Jonas	
  Juhani	
                                  Opinnäytetyö	
                                 20.10.2013	
  
                                                               Sivumäärä	
  	
                                Julkaisun	
  kieli	
  	
  
                                                               61	
                                           Englanti	
  
                                                               Luottamuksellisuus	
                           Verkkojulkaisulupa	
  
                                                               Osat	
  3-­‐6	
  viiden	
  (5)	
  vuoden	
     myönnetty	
  
                                                               ajan	
                                         (	
  	
  )	
  
Työn	
  nimi	
  	
  
MOBIILIVIDEOPELIEN	
  LAADUNVALVONTA	
  STARTUP	
  YRITYKSESSÄ	
  SULJETUN	
  BETATESTAUSVAIHEEN	
  
AIKANA:	
  Tapaus	
  Grey	
  Area	
  
	
  Koulutusohjelma	
  	
  
Degree	
  Programme	
  in	
  Music	
  and	
  Media	
  Management	
  
	
  
	
  Työn	
  ohjaaja(t)	
  	
  
KIVIAHO,	
  Niko	
  
LUCK,	
  Heidi	
  
	
  Toimeksiantaja(t)	
  	
  	
  
Grey	
  Area	
  Oy	
  
	
  
	
  Tiivistelmä	
  	
  
	
  
Laadunvalvonta	
  on	
  elintärkeä	
  osa	
  mobiilipelien	
  kehitystä.	
  Se	
  parantaa	
  tuotetta	
  kaikilla	
  osa-­‐alueilla	
  ja	
  
toimii	
  viimeisenä	
  askeleena	
  ennen	
  tuotteen	
  esittelyä	
  yleisölle.	
  Toimiva	
  laadunvalvonta	
  hyödyttää	
  
sekä	
  asiakasta,	
  että	
  kehittäjäyritystä.	
  Startup	
  yritykset	
  lähestyvät	
  laadunvalvontaa	
  omaleimaisella	
  
tavalla	
  ja	
  Grey	
  Area	
  on	
  tuotekehityksessään	
  osa	
  niin	
  sanottuja	
  lean	
  startup-­‐yrityksiä.	
  Kun	
  startup-­‐
yritys	
  siirtyy	
  suljettuun	
  beetatestausvaiheeseen,	
  heijastuvat	
  muutokset	
  yleisen	
  tuotekehityksen	
  
ohella	
  myös	
  laadunvalvontaprosessiin.	
  
	
  
Tutkimus	
  perehdyttää	
  lukijan	
  mobiilipelien	
  laadunvalvontaan	
  kahdessa	
  eri	
  tuotekehitysvaiheessa:	
  	
  
tavanomaisessa	
  tuotekehitysvaiheessa,	
  sekä	
  suljetussa	
  beetatestausvaiheessa.	
  Tutkimusta	
  
lähestytään	
  joukolla	
  tutkimustavoitteita:	
  Grey	
  Arean	
  laadunvalvonta	
  ja	
  sen	
  kehittyminen	
  
betatausvaiheen	
  aikana,	
  Grey	
  Arean	
  laadunvalvonta	
  tuotekehitysvaiheen	
  aikana	
  ja	
  kirjallinen	
  katsaus	
  
mobiilipelien	
  laadunvalvontaan	
  yleisellä	
  tasolla.	
  	
  
	
  
Tutkimus	
  suoritettiin	
  tapaustutkimuksena.	
  Tapaustutkimus	
  valittiin,	
  koska	
  se	
  mahdollistaa	
  itsenäisen	
  
kokonaisuuden	
  tehokkaan	
  tutkimisen	
  rajoitettuna	
  ajanjaksona.	
  Käytetyt	
  tutkimusmetodit	
  ja	
  -­‐
työkalut	
  sisältävät	
  pääasiassa	
  laadullisia,	
  mutta	
  myös	
  määrällisiä	
  tutkimusmenetelmiä.	
  	
  
	
  
Tutkimuksen	
  tulokset	
  paljastavat	
  hienovaraisia	
  muutoksia	
  laadunvalvontaprosessissa	
  kun	
  Grey	
  Arean	
  
kahta	
  eri	
  tuotekehitysvaihetta	
  tarkastellaan.	
  Tulokset	
  myös	
  avaavat	
  startup-­‐yrityksen	
  
laadunvalvontaa,	
  sekä	
  tuotekehityslähestymistapaa	
  mobiilipelialalla.	
  
	
  
Avainsanat	
  (asiasanat)	
  	
  
Laadunvalvonta,	
  mobiilipelit,	
  mobiilipelien	
  kehitys,	
  suljettu	
  beetatestaus	
  ,	
  startup	
  yritys	
  
	
  
	
  Muut	
  tiedot	
  	
  
Opinnäytetyö	
  tehtiin	
  salassapitosopimuksen	
  alaisena.	
  Täten	
  mitään	
  Grey	
  Arean	
  luottamuksellisia	
  
dokumentteja	
  ei	
  ole	
  liitettynä	
  tutkimukseen,	
  eikä	
  luottamuksellisia	
  lukuja	
  ole	
  esitelty.	
  
	
   	
  
	
  
    4
                                                                                                                             	
  
Contents
1 Introduction ................................................................................................. 5
2 Literature review ......................................................................................... 8
   2.1 Brief history of video game quality assurance .............................................8
   2.2 Current mobile video game quality assurance definition ............................9
   2.3 Mobile video game quality assurance elements .........................................10
   2.4 Quality assurance as part of the product development cycle and the
   concept of rapid development ............................................................................13
   2.5 Mobile video game developer startup companies ......................................16
3 Method ....................................................................................................... 21
   3.1 Overview of the research method and its reliability ...................................21
   3.2 Setting up the case study ..............................................................................22
   3.3 Implementation ...............................................................................................27
4 Results ....................................................................................................... 46
5 Discussion ................................................................................................. 50
6 Conclusion ................................................................................................. 54
References .................................................................................................... 56
    5

1 Introduction

The mobile video game industry is acknowledged for extensive competition
and is growing towards an estimated value of $ 18.3 billion in 2016 (Haggerty,
2012). In order for a mobile video game to be successful it must have a
comprehensive number of users adopting the product or a very high
percentage of users returning to use the product during a certain period of
time (retention percentage). When competition is extensive, high quality
products offer better chances of success, and this is where quality assurance
becomes truly important. Quality assurance in the mobile video game industry
provides the opportunity to develop truly high quality products. It is a process
that has one single goal: reassuring that all elements of the end product
function perfectly in a predetermined fashion. Generally, in mobile video game
developer companies, quality assurance processes consist of various
elements that are operating in full force when the product is nearing its
completion. However, the mobile video game industry includes companies that
differentiate their development approach by implementing quality assurance in
the earlier stages of the product development cycle. Among these companies
is a startup company called Grey Area.

Grey Area is a mobile video game developer from Helsinki, Finland, operating
in the mobile video game industry. The company was founded in 2008 and it
is considered a medium-sized startup company. Currently, Grey Area has
released two mobile video game for iOS (Apple’s mobile operating system)
devices. The company is currently working on its next product that has not yet
a planned release date. The author worked as QA (quality assurance) Lead
within Grey Area between December 2012 and September 2013. Grey Area’s
approach to the product development cycle includes applying quality
assurance already in the early stages such as the product development
phase. This creates a situation where traditional video game quality assurance
processes are situated differently. This, in turn, creates unusual quality
    6

assurance process approaches. Generally when a mobile video game
company is closing into a beta test phase, the product is nearing its
completion, shifting quality assurance into a direction that is straightforward
and widely applied. However, when it comes to Grey Area, a mobile video
game developer startup company, the shift from the product development
phase into the closed beta test phase can create quality assurance processes
that are not at all traditional.

The main objective of this thesis was to evaluate how Grey Area’s quality
assurance process evolved during a closed beta test phase taking place
between the 4th April and the 16th May 2013. A secondary aim was to define
the state of Grey Area’s quality assurance process during a product
development phase. An additional objective was to study general mobile video
game quality assurance on a theoretical basis. To meet these objectives, the
thesis addresses three main research questions: 1. Based on a literature
review what are the essential elements and processes that define mobile
video game quality assurance? 2. What are the defining quality assurance
processes in Grey Area during a product development phase and how do they
differ from the generally used mobile video game QA processes? 3. Did Grey
Area’s quality assurance processes evolve during the closed beta test phase
and how were the end results evaluated when compared with the general
mobile video game industry?

To reach a deeper understanding, Grey Area quality assurance processes
were studied by implementing a case study in two phases: during the product
development phase and during the closed beta test phase. The study on both
areas was conducted to examine if these processes evolved when a closed
beta test phase in the product development cycle was entered.

This thesis starts with a literature review to describe the general mobile video
game quality assurance process and Grey Area as a startup company. The
    7

second part of this thesis describes the research method by providing an
overview of the study and its reliability and by describing how the case study
research was set up and implemented. From this chapter the thesis moves on
to the first implementation part where Grey Area’s specific quality assurance
processes are revealed. In the second implementation phase of this thesis,
Grey Area’s specific quality assurance processes during a closed beta test
phase are examined. To conclude this thesis, the results from both
implementation phases are defined after which they are discussed together
with the literature review using the predefined research questions.
    8

2 Literature review

2.1 Brief history of video game quality assurance

In order to provide a more specific quality assurance definition, a brief
historical review is in order so as to shed light on the overall process of video
game quality assurance. Video game quality assurance has been
implemented since the beginning of the whole industry. During the early days
of the industry, developers and manufacturers lacked the necessary tools to
update their software and hardware because there were no networks through
which the updates could be distributed (Jarman, 2010). Assuring a product’s
quality became crucial because dysfunctional products would not sell. Nolan
Bushnell, the Cofounder of Atari who is behind the commercial success of
Pong, one of the earliest video game in history describes game testing in an
interview by Morgan Ramsay.

       And the only thing that slowed us down was testing, because every one
       that would come off the line would have minor little problems. ... So, the
       testers would find those problems (Ramsay, 2012, p. 29).

In 1972, when Pong was released, mainly the same person who developed
the game was in charge of quality assurance. Occasionally, as in the case of
Nolan Bushnell and Pong, additional testers were brought in if production
rates rose to unmanageable amounts. However, game testing was not a
profession at this time because it was not yet required. The evolution of the
video game quality assurance profession began along with Nintendo’s
Famicom system released in 1983 (later Nintendo Entertainment System,
NES). (Levy & Novak, 2010, pp. 8-9) Famicom was the dawn of the
development of more sophisticated and complex game that required
specialized staff for game testing purposes. These people were called game
testers (Levy & Novak, 2010, p. 9). From the following chapter it becomes
clear that the modern video game quality assurance both in general and in
mobile video game operates on a diverse area.
    9

2.2 Current mobile video game quality assurance definition

Quality Assurance (QA) is defined in Oxford Dictionary 2013 as follows

       Quality Assurance: the maintenance of a desired level of quality in a
       service or product, especially by means of attention to every stage of
       the process of delivery or production (Oxford Dictionary, 2013).

Current industry professionals are among the best to describe video game
quality assurance and play testing, which fall under the main techniques that
the QA personnel use. Brandon Sheffield (Sheffield, 2012), an editor in
Gamasutra, states that quality assurance is one of the most important aspects
of game development. Play testing is discussed among others by Luis Levy
and Jeannie Novak in their book Game Development Essentials: Game QA
and Testing (2010) as follows

       Testing and quality assurance (QA) are roughly the same disciplined.
       However, QA is used to describe the broad surface testing done inside
       a publisher while testing cover the entire spectrum of techniques used
       to find, investigate and defeat bugs (p. 4).

Melissa A. Federoff defines play testing in her thesis Heuristic and Usability
Guidelines for the Creation and Evaluation of Fun in Video Game (2002) “Play
testing is defined as in-house, formal observation of temporary consumer
testers” (p. 20). Later on, after observing video game development, she
concludes

       However, while listening to a conversation between Jerod (producer)
       and a tester, I learned that they (testers) actually analyze all aspects of
       the game including game interface, game mechanics, and game play
       (p. 40).

Based on these definitions it is clear that quality assurance is an important
aspect of functioning game development and, as such, it should be held in
high priority when considering the main ingredients that define a successful
video game development process. Although mobile video game are their own
separate branch of the general video game industry, they are in reality video
  10

games for mobile devices. Therefore, the same rules and definitions of quality
assurance are applicable.

As a conclusion: The current mobile video game quality assurance is defined
to include a broader surface of monitoring and evaluating the general quality
of a product, but it also consist the techniques of testing specific product
elements. (Federoff, 2002 p. 40; Levy & Novak, 2010, p. 4) A fully functioning
mobile video game quality assurance will provide an end result of high quality
that functions perfectly in every scenario. However, this raises the question of
how can this end goal can be reached. This is be discussed in the following
chapter by introducing the essential elements of applied mobile video game
quality assurance.

2.3 Mobile video game quality assurance elements

Resolving defects, also known as “bugs”

The crucial mobile video game QA elements, when considering the topic of
this thesis, should be examined in three main categories. The first of these is
the role of “bug hunting”, and the second the most commonly used QA tools
and techniques. The final category is the execution of QA in the different
states of the product development cycle.

The main responsibility of a person operating in mobile video game quality
assurance is to identify defects in the product. Defects, more commonly
known in the industry as “bugs”, impair the users’ gaming experience, and due
to this they must be identified and revised. In mobile video game, defects can
generally be identified in the code that is created by game developers.
(Jarman, 2010, p. 5) These defects can be relatively minimal such as a brief
texture flicker in an animated object in the game world or potential critical
deficiencies that cause the product to “hard crash” shutting down the game
and completely ruining the user experience (Sheffield, 2009).
  11

At the core of identifying bugs, conceivably the most frequently used
technique is repetition in comparing inputs and outputs as described by Jimmy
Thang, Luis Levy and Jeannie Novak: “You get an area of the game, that's
your area, and you test everything about that one area for months on end”
(Thang, 2012). When you’re testing video game, you often play the same
game level over and over again for months on end. “You have blisters on your
hands and a headache from looking at a tiny screen 10 hours a day” (Levy &
Novak, 2010, p. 28).

A tester is given information on what should be the correct output of a
scenario when performing a specific input (Jarman, 2010, p. 6). If the end
result of this simplified process is analyzed as incorrect, a bug is often
identified. Repeating a single element in countless scenarios leads to
unexpected results that frequently provide means to identify more bugs and
potential relations between multiple bugs. When a bug is identified the same
process is replicated in order to prove that the cause-effect hypotheses and
the bug are valid. After a bug has been identified an accurate reproduce
pattern is reported to the developer who is responsible for creating the game
element so that the bug can be revised (Levy & Novak, 2010, p. 48). The holy
grail of video game QA is that every single detail in every conceivable
scenario of the product is tested. However, this is often unfeasible for reasons
of constrained resources in product development. These constrains can be
minimized by managing a correct set of quality assurance techniques and
tools.
  12

Techniques and tools

Quality assurance professionals seem to favor two main testing techniques:
Ad-Hoc testing and the usage of test cases (Wilson, 2009). Ad-Hoc testing is
considered more fluid, random and broad. This is a technique where the tester
has no limitations on execution and is free to test any scenario imaginable.
The main benefit in this technique is that it provides means to identify large
numbers of defects during a test session. It is up to the tester to explore the
system. (Chhabra, 2012, pp. 66-67) Test cases are strict, disciplined and
more feature specific. In test case testing a single game element is thoroughly
tested by repeating it in as many scenarios as the tester can imagine. The
main benefit of using test cases is that common actions or elements are
tested in a large variety of ways in every area of the product (Wilson, 2009).

When it comes to quality assurance tools, there are specific tool sets in use
for evaluating specific mobile game elements. These tools are mainly
electronic and used with computers but also traditional pens and papers are
used for documentation. Electronic tools include:

   •   Documentation, project tracking and management sofware: Software
       that is used specifically for managing diverse projects include Jira
       (www.atlassian.com), Trello (trello.com), Dropbox (www.dropbox.com)
       and Google Drive (drive.google.com). The more traditional quality
       assurance documentation software includes all “office software” such
       as Microsoft’s Word, Excel, PowerPoint and Notepad, or similar.

   •   Bug databases and defect revise process trackers: Every person who
       has work experience in mobile video game quality assurance knows
       that the number of identified bugs can be extensive. In order to manage
       the process of identifying and revising defects, databases and process
       trackers are widely used. These include Bugzilla (www.bugzilla.org),
       FogBugz (www.fogcreek.com), Jira and customized databases that are
       created by the company for the company.
  13

Taking part regularly in a company’s internal meetings or monitoring when
testers from outside the company are brought in are common tools as well.
(The Road to QA Excellence, 2012, p. 14) Especially in modern mobile video
game testing, device testing becomes crucial. There are numerous devices on
which a company’s products can be played with, which places a significant
emphasis on testing different devices with different user interfaces. An
example of this is Pocket Gems, a San Francisco based startup that develop
games for mobile devices that operate on user interfaces developed by Apple
and Google. Their quality assurance testing is a twenty-four-seven process
that involves teams both in the U.S. and abroad. They distribute the workload
of compatibility testing with 40 mobile devices to offshore teams outside of the
main developer team. (Cutler, 2012)

2.4 Quality assurance as part of the product development cycle
and the concept of rapid development

Time is frequently considered as the main reason for an insufficient end result
from a quality assurance perspective. Testers themselves often consider the
testing stage to be rushed or insufficient once it ends (Wilson, 2009). This is
contradictory because quality assurance started early provides means to
decrease the overall use of resources in the product development cycle, which
is examined in the following chapter.

Video game quality assurance has different characteristics based on the state
of development. Production testing happens during game development, which
makes the quality assurance process more flexible as testing is done
simultaneously as the game is being made. However, quality assurance has a
vital role in this phase, because resolving problems as soon as they appear is
far less expensive at this state than it would be later on in the product
development cycle (see Figure 1) (Vasquez, 2009). Early problems will
  14

interfere with features that are considered complete if they are left untreated
(Fristrom, 2003). Normally the main QA process starts when the game
reaches the beta testing phase and it is in a more polished state (Levy &
Novak, 2010, p. 53).

Figure 1. Prevention over detection (Vasquez, 2009)

Melissa A. Federoff describes a situation in which she was visiting a video
game developer company that was in a production testing state when
examined from a quality assurance perspective. She describes the evaluation
process as ”informal”. This was due to the fact that the ongoing state of flux
created a situation where nothing could be locked down and thoroughly tested
as a fixed feature and the developers circled around each other commenting
on each others work on the go. (Federoff, 2002, pp. 32-33)

In order to improve the flow of the quality assurance process throughout the
product development cycle, rapid development is commonly used. Rapid
development stresses the importance of creating daily versions of the product
that are distributed internally or externally. These daily versions are generally
created and managed by product managers and appropriated QA persons test
  15

them. If complications are found they are reported, ensuring that defects will
not collect into extensive numbers eventually ceasing the development
completely (Fristrom, 2003).

As a conclusion, based on a literature review, the generally used mobile video
game quality assurance essentials and processes include

   •   Testing every aspect of the product in order to find issues that are not
       functioning so that they can be revised (Thang, 2012)

   •   Quality assurance during the product development phase is far more
       adjustable than during the beta test phase. However, it is not to be
       considered as unimportant (Fristrom, 2003)

   •   Two main mobile video game quality assurance approaches can be
       defined: Ad-Hoc testing, which is considered more fluid, random and
       broad and usage of test cases that are strict, disciplined and more
       feature specific (Wilson, 2009)

   •   Quality assurance professionals analyze all aspects of the game
       including game interface, game mechanics and game play (Federoff,
       2002, p. 40)

   •   The mobile game industry provides additional challenge as a result of a
       large range of supported devices (Cutler, 2012).

   •   The quality assurance process evolves during the development cycle of
       a product (Levy & Novak, 2010, pp. 52-53)

   •   During a beta test phase the main quality assurance process begins
       and the main objectives are to find bugs, replicate them and report
       them (Levy & Novak, 2010, p. 49)
  16

2.5 Mobile video game developer startup companies

Quality assurance in Grey Area has its unique features. This uniqueness is
based on a startup company mentality that has been adopted also by Grey
Area. Before defining Grey Area’s quality assurance in the further parts of the
study, startup companies should be studied in order to provide a better
understanding of the foundations that Grey Area’s quality assurance is based
on. In other words, what it means to be a startup company in the mobile game
industry that is in a constant state of flux. A large part of surviving in the
industry is based on company’s unique company culture. Therefore
introducing Grey Area’s company culture is befitting to the research objectives
of this thesis. However, before introducing Grey Area’s definition of their
unique company culture, the main elements of mobile game developers in
general should be introduced. These are characteristics that generally every
company in the industry has and they provide a starting point to conceive
Grey Area as a mobile video game developer.

A visionary game designer Jane McGonigal states in her book Reality is
Broken (2011) that game developers have understood that game become hits
and make money in direct proportion to how much satisfaction they provide
and how much positive emotion they provoke (pp. 37). According to
McGonical (2011), game developers are happiness creators who increasingly
provide more powerful and mobile systems that satisfy the craving of people
looking for optimistic engagement and emotional rewards (pp. 37-38). These
characteristics are built deeply into the core of video game creation and it is
often the main ingredient in defining video game developer company culture.
Video game companies have a strong historical relationship to computer
science and engineering (Wong, 2011, pp. 8-9). In addition to this, the video
game industry is considered to be a creative industry, which shares the
characteristics of more traditional creative industries such as design and
performing arts (BOP Consulting, 2010, p. 40). Creative industries rely on
making the most of people’s talent, creativity and passion. In addition, video
game developers share the same considerable uncertainty about the likely
  17

demand for creative products, the frequently collective nature of creative
production and the need to develop and maintain creative teams with diverse
skills. The members of these teams often also possess diverse interests and
expectations about the final product (Flew, 2002, p. 7).

Before going deeper, it must be taken into consideration that Grey Area is a
startup company that shares unique features with other startup companies.
There are numerous definitions of startup companies, but the most befitting to
Grey Area is provided by a book called The Lean Startup (2011) by Eric Ries.
Grey Area has adopted Ries’s approach as the core of its business. This
approach can most suitably be examined when defining the elements forming
Grey Area’s company culture on which its quality assurance is also based.
Lean startups are companies that aim for the validation of their products via
continuous hypotheses and their experiments (Ries, 2011, pp. 56-72). The
outcome of this experimental approach is to build sustainable business based
on learning. This leads “lean” startups to apply a build-measure-learn
feedback loop as the core of their business (Figure 2).
  18

Figure 2. Build-Measure-Learn feedback loop (Ries, 2011, p. 75)

The build-measure-learn feedback loop is used to recognize whether it is
wiser for a startup to continue in the direction that it is heading to or make to
the strategic decision to make a pivot: a structured course correction designed
to test a new fundamental hypothesis about the product, strategy, and engine
of growth (Ries, 2011, pp. 77, 149). A successful lean startup has been able
to minimize the total time through the build-measure-learn feedback loop thus
decreasing the amount of wasted time and money (Ries, 2011, p. 78).

In The Lean Startup, Ries defines numerous techniques on how to decrease
the overall amount of time by advancing through the build-measure-learn
feedback loop. However, all these are not discussed in greater detail. Instead
the main focus is on the elements that are the most suitable when considering
the topic of this thesis. Among all of the techniques one technique highlighted
by Ries is the most appropriate, because this specific technique is
emphasized in the second research phase of this thesis. The technique in
  19

question is the process of measuring which serves as one of the core building
blocks of the build-measure-learn feedback loop. In order to measure, a
startup will use metrics. As defined by the Oxford Dictionary 2013, metrics are
“a method of measuring something, or the results obtained from this”. Ries
defines three main metrics areas that a startup must adopt in order to practice
successful measurement, the three A’s of metrics: actionable, accessible and
auditable (Ries, 2011, p. 143).

   •   Actionable: A demonstration of cause and effect in order for people to
       learn from their actions

   •   Accessible: Build a metrics system that is understandable and that
       preferably can be accessed by all of the company’s employees

   •   Auditable: Data must be able to be tested with real customers in order
       to prove that it is auditable. Whenever possible, reports should be
       drawn directly from the master data, rather than from an intermediate
       system. This reduces opportunities for error. (Ries, 2011, pp. 143-147)
  20

When a company is able to use metrics that follow the rule of three A’s,
measurement provides valid data that can be used to minimize the amount of
time used to progress through the build-measure-learn loop. Grey Area has
adopted this method, and it is a crucial ingredient when it comes to quality
assurance during the beta test phase. After discussing the defining elements
that are built into the core of many mobile video game developer companies’
culture and introducing the lean startup model that Grey Area has adopted, it
is befitting to introduce Grey Area’s company culture.

Grey Area values and culture based on Mikko Hämäläinen’s, one of the
founders of Grey Area, presentation “The 10 things we live by”:

   1. Adaptive                                 6. Passion

   2. Adoptive                                 7. Customer

   3. Integrity                                8. Best argument wins

   4. Input, not consensus                     9. Courage

   5. Hard work                                10. Humble and open.
                                                  (Hämäläinen, 2012)
  56

References

About Bugzilla, Information provided by Bugzilla, Accessed on 02.04.2013,
http://www.bugzilla.org/about/

About Dropbox, Information provided by Dropbox, Accessed on 02.04.2013,
https://www.dropbox.com/about

About FogBugz, Information provided by FogBugz, Accessed on 02.04.2013,
http://www.fogcreek.com/FogBUGZ/

About Github, Information provided by Github, Accessed on 02.04.2013,
https://github.com/

About Google Drive, Information provided by Google, Accessed on
02.04.2013, https://drive.google.com/start

About Jira, Information provided by Atlassian, Accessed on 02.04.2013,
http://www.atlassian.com/software/jira/overview

About Testflight, Information provided by Testflight, Accessed on 02.04.2013,
https://testflightapp.com/

About Trello, Information provided by Trello, Accessed on 02.04.2013,
https://trello.com/

About Unity 3D, Information provided by Unity, Accessed on 02.04.2013,
http://unity3d.com/
  57

About Xcode, Information provided by Apple Developer, Accessed on
02.04.2013, https://developer.apple.com/technologies/tools/

Baltaretu, C. (2013) Discussions with Supercell, Email message of
06.04.2013. Receiver J. Aaltio. 06.04.2013. Divide & Conquer methodology
recapitulation for thesis writer. Accessed on 13.04.2013

Bayer, J., Gacek, C., Muthig, D., Widen, T. (2000) PuLSE-I: Deriving
Instances from a Product Line Infrastructure, City University London, London,
Referred to on 04.04.2013

BOP Consulting (2010) Mapping the Creative Industries: A Toolkit, The British
Council, London, Referred to on 06.04.2013

Bosser, Anne-Gwenn (2004) Massively Multi-player Games : Matching Game
Design with Technical Design, National University of Singapore, Singapore,
Referred to on 04.04.2013

Brown, R., Maire, F., Nantes, A. (2008) A Framework for the Semi-Automatic
Testing of Video Games, Queensland University of Technology, Queensland,
Referred to on 04.04.2013

Burger-Helmchen, T., Guittard, C. (2007) Are users the next entrepreneurs ?
A case study on the video game industry, Faculté des sciences économiques
et de gestation, Strasbourg, Referred to on 04.04.2013
  58

Chhabra, N. (2012) Introduction To Adhoc Testing, International Journal of
Scientific & Technology Research August 2012, p. 66-67, Referred to on
21.04.2013

Cutler, Kim-Mai (2012) How Do Top Android Developers QA Test Their
Apps?, TechCrunch, 02.06.2012, Accessed 02.04.2013.
http://techcrunch.com/2012/06/02/android-qa-testing-quality-assurance/

Erola, H. (2012) Usability in video games. Usability testing as part of video
game development, Bachelor’s Thesis, Kajaani University of Applied
Sciences, Kajaani, Referred to on 20.04.2013

Federoff, Melissa A. (2002) Heuristic and Usability Guidelines for the Creation
and Evaluation of Fun in Video Games, Master’s Thesis, Department of

Flew, T. (2002) Beyond ad hocery: Defining Creative Industries, Queensland
University of Technology, Queensland, Referred to on 06.04.2013

Fristrom, J. (2003) Production Testing and Bug Tracking, Gamasutra
14.07.2003, Accessed 04.03.2013.
http://www.gamasutra.com/view/feature/131238/production_testing_and_bug_
tracking.php

Haggerty, M. (2012) The State of Mobile Game Development,
Gamesindustry.biz, 28.11.2012, Accessed 03.06.2013.
http://www.gamesindustry.biz/articles/2012-11-28-the-state-of-mobile-game-
development
  59

Hämäläinen, M. (2012) PowerPoint Presentation, This is presentation to our
Freedom & Responsibility Culture, Helsinki, Helsinki, Finland, Accessed on
06.11.2012

Hopson, J. Hullett, K., Nagappan, N., Schuh, E., (2011) Data Analytics for
Game Development (NIER Track), ICSE, Honolulu, Referred to on 04.04.2013

Jarman, A. (2010) Testing and Maintenance in the Video Game Industry
Today, Liberty University, Lynchburg, Referred to on 21.04.2013

Levy, L., Lovak J. (2010) Game Development Essentials: Game QA and
Testing, Delmar Cengage Learning, Delmar

McGonical, J. (2011) Reality Is Broken, The Penguin Press, New York

McKenzie, H. (2013) Now pulling in $1M a day, Supercell reflects on a banner
year, Pandodaily, 04.01.2013, Accessed 02.04.2013.
http://pandodaily.com/2013/01/04/now-pulling-in-1m-a-day-supercell-reflects-
on-a-banner-year/

Meredith, J. (1998) Building operations management theory through case and
field research, Journal of Operations Management 16, p. 441-454, 29.05.2013

Oxford Dictionary (2013) Quality Assurance definition, 01.05.2013, Accessed
15.04.2013. http://oxforddictionaries.com/definition/english/quality-
assurance?q=quality+assurance

Ramsay, M. (2012) Gamers at Work: Stories Behind the Games People Play,
Apress, New York
  60

Ries, E. (2011) The Lean Startup, Penguin Group, London

Rose, M. (2013) Clash Of Clans' 5 Keys To Success, Gamasutra, 28.01.2013,
Accessed 02.04.2013. http://www.gamasutra.com/view/news/185406/

Santos, Michael P. (2012) The 24 Hour Knowledge Factory in Video Game
Development, The University of Arizona, Arizona, Referred to on 02.04.2013

Sheffield, B. (2009) Dirty Coding Tricks, Gamasutra, 20.08.2009, Accessed
21.04.2013.
http://www.gamasutra.com/view/feature/4111/dirty_coding_tricks.php

Telecommunications of Indiana University, Indiana, Referred to on 30.03.2013
and 04.06.2013

Thang, J. (2012) The Tough Life of a Games Tester, IGN, 29.03.2012,
02.04.2013. http://www.ign.com/articles/2012/03/29/the-tough-life-of-a-games-
tester

The Road to QA Excellence (2012) The Road to QA Excellence, PractiTest,
Referred to on 02.04.2013

Thomas, D., Orland, K., Steinberg, S. (2007) The Videogames Style Guide
and Reference Manual, Power Play Publishing, Lilburn

Thomas, R. Murray (2003) Blending Qualitative & Quantitative Research
Methods in Theses and Dissertations, Corwin Press Inc., Santa Barbara
  61

Vasquez, M. (2009) PowerPoint Presentation: The art and science of quality
assurance in the video game industry, Vancouver, British Columbia, Canada
12-13.05.2009, Accessed on 13.04.2013, original figure
http://www.isixsigma.com/industries/software-it/software-defect-prevention-
nutshell/

Wilson, D. (2009) Quality Quality Assurance: A Methodology for Wide-
Spectrum Game Testing, Gamasutra, 28.04.2009, Accessed 02.04.2013.
http://www.gamasutra.com/view/feature/132398/quality_quality_assurance_a_
.php

Wong, Hinlan P. (2011) A Study of the Vide Game Industry in U.S
Metropolitan Areas Using Occupational Analysis, University of Massachusetts
Amherst, Massachusetts, Referred to on 06.04.2013
You can also read