Peer Feedback Processes in the Game Industry

Joseph Seering, Ray Mayol, Erik Harpstead, Tianying Chen, A. Cook, Jessica Hammer
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引用次数: 9

Abstract

A wide variety of design strategies, tools, and processes are used across the game industry. Prior work has shown that these processes are often collaborative, with experts in different domains contributing to different parts of the whole. However, the ways in which these professionals give and receive peer feedback have not yet been studied in depth. In this paper we present results from interviews with industry professionals at two game studios, describing the ways they give feedback. We propose a new, six step process that describes the full feedback cycle from making plans to receive feedback to reflecting and acting upon that feedback. This process serves as a starting point for researchers studying peer feedback in games, and allows for comparison of processes across different types of studios. It will also help studios formalize their understanding of their own processes and consider alternative processes that might better fit their needs.
游戏产业中的同伴反馈过程
游戏行业中使用的设计策略、工具和流程多种多样。先前的研究表明,这些过程通常是协作的,不同领域的专家为整体的不同部分做出贡献。然而,这些专业人士给予和接受同行反馈的方式尚未得到深入研究。在本文中,我们将呈现对两家游戏工作室的行业专业人士的采访结果,并描述他们给出反馈的方式。我们提出了一个新的六步流程,描述了从制定计划到接收反馈,再到对反馈进行反思和采取行动的完整反馈周期。这一过程是研究人员研究游戏中的同伴反馈的起点,并允许对不同类型工作室的过程进行比较。它还将帮助工作室形式化他们对自己流程的理解,并考虑可能更适合他们需求的替代流程。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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