Spelling suggestions: "subject:"interworking"" "subject:"overwork""
1 |
Agile development in the video game industry : Examining the effects of iteration and methods of limiting itArchontakis, Ioannis Stylianos January 2019 (has links)
This research is examining one of the most dominant managerial methods used in development in the video game industry, Agile development. More particularly, the thesis examines a certain attribute of Agile development, that of iteration. The thesis will set to examine how iteration affects several layers of development during the production of a video game and whether it can be replaced by other managerial technics.As a result, the purpose of this thesis is to raise a different viewpoint against the Agile’s iteration. Furthermore, this thesis aims to contribute to the academic research by concentrating on the video game industry, an industry that is often neglected by the academia.The theoretical framework and literature review concentrate on concepts of Agile development, overworking, development cycle in video games, definitions of project success and project failures and creative process in video game development.The thesis deploys qualitative methodology to address and research its data. The collected data belongs to two categories, data stemming from interviews conducted by the thesis’s author and data stemming from journalistic magazines.The results of both type of data are compared and act supplementary to each other, then they are analyzed to answer the research questions asked by this thesis. The results showcase that iteration has negative effects to video game developers in both a macroscale (company’s resources, annual revenue) and in a microscale (overworking, health issues) level. The results also highlight that Agile is an all-time favorite development methodology of developers in the video game industry.In conclusion, the thesis supports the notion that iteration should be suppressed and proposes a number of solutions for that matter. The suggestions are essentially encouragement towards developers: to seek higher interactivity with customers throughout the duration of all the development stages of a video game, to show more trust to established gameplay mechanics and to place more reliance on a franchise’s profit power and benefits. These measures can be used in a preventive manner in order to limit the appearance of iteration and as a result, to limit its’ negative effects.
|
2 |
Preventing fatal effects of overworking : Product design solutionAdawi, Rahim January 2018 (has links)
“Overworking to death” is a phenomenon that has been noticeable in developing countries. The cause of death is mainly through ischemic strokes. While the victims’ occupations differed, they all shared a common characteristic, being positioned in a sedentary work, ranging from IT workers to doctors. This project’s aim was to develop a product that prevented or decreased the strokes that derived from sedentary overwork. This was mainly tackled by preventing one of the three causes of developing blood props, slowed blood flow. In order to gather rich data of the phenomenon, a qualitative study was conducted in China, during two months. By doing an extensive structured sampling, information rich data could be gathered during a short period of time. Data were derived from observations, questionnaires and an interview, which then was interpreted to customer needs and the final product specification. The final product became a trouser with an in built dynamic compression mechanic, that can compress the veins mostly during sitting activities, in order to prevent blood stasis. The compression mechanic works like the Chinese finger trap; compressing the calves while sitting and stretching the legs forward. It is made only out of polysaccharides fibres; cotton and corn. / "Guolaosi" eller död från överarbete är ett fenomen som i regel uppkommer bland utvecklingsländer. Dödsorsaken är huvudsakligen genom stroke. Offrens yrken varierar allt från professorer, IT-arbetare till läkare. De delar dock en sak gemensamt; att arbeta under långa perioder stillasittande. Projektets mål var att utveckla en produkt som minskar dödliga följderna av sedentära överarbete, genom att förebygga en av de tre orsakerna för att utveckla blodproppar; saktad blodström. Målgruppen var då kineser av de yrken som hade tidigare drabbats av fenomenet. För att samla informationsrika data om fenomenet genomfördes en kvalitativ studie i Kina under två månader. Genom att göra en omfattande strukturerad provtagning kunde informationsrika data samlas under en kort tidsperiod. Fältstudien bestod av observationer, frågeformulär och en intervju, som då tolkades till kundbehov och eventuellt produktspecifikationen. Den slutliga produkten kom att bli ett par byxor med en inbyggd dynamisk komprimeringsmekanism, som kan komprimera venerna under sittande aktiviteter, för att förhindra saktad blodström. Kompressionsmekanismen fungerar som den kinesiska fingerfällan. Den komprimerar blodkärlen medan personen sitter och sträcker benen framåt. Produkten är konstruerad på så sätt att den kan tillverkas endast av polysackariders tråd, från bomull och majs. Vilket är lämpligt för Kinas lokala resurser.
|
Page generated in 0.0467 seconds