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Sökning: WFRF:(Melegati Jorge) > (2024)

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1.
  • Edison, Henry, et al. (författare)
  • Experimentation in Early-Stage Video Game Startups : Practices and Challenges
  • 2024
  • Ingår i: Software Business. - : Springer Science+Business Media B.V.. - 9783031532269 ; , s. 360-366
  • Konferensbidrag (refereegranskat)abstract
    • Experimentation has been considered critical for successful software product and business development, including in video game startups. Video game startups need “wow” qualities that distinguish them from the competition. Thus, they need to continuously experiment to find these qualities before running out of time and resources. In this study, we aimed to explore how these companies perform experimentation. We interviewed four co-founders of video game startups. Our findings identify six practices, or scenarios, through which video game startups conduct experiments and challenges associated with these. The initial results could inform these startups about the possibilities and challenges and guide future research. © The Author(s) 2024.
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2.
  • Nguyen‐Duc, Anh, et al. (författare)
  • Work‐from‐home impacts on software project : A global study on software development practices and stakeholder perceptions
  • 2024
  • Ingår i: Software, practice & experience. - : John Wiley & Sons. - 0038-0644 .- 1097-024X. ; 54:5, s. 896-926
  • Tidskriftsartikel (refereegranskat)abstract
    • Context:The COVID-19 pandemic has had a disruptive impact on how people work and collaborate across all global economic sectors, including software business. While remote working is not new for software engineers, forced WFH situations come with both limitations and opportunities. As the ‘new normal’ for working might be based on the current state of Work-from-home (WFH), it is useful to understand what has happened and learn from that.Objective:This study aims to gain insights into how their WFH arrangement impacts project management and software engineering. We are also interested in exploring these impacts in different contexts, such as startups and established companies.Method:We conducted a global-scale, cross-sectional survey during the spring and summer 2021. Our results are based on quantitative and qualitative analysis of 297 valid responses.Results:We characterize the profile of WFH in both spatial and temporal aspects, together with a set of common collaborative tools and coordination and control mechanisms. We revealed some areas of project management that are relatively more challenging during WFH situations, such as coordination, communication and project planning. We also revealed a mixed picture of the perceived impact of WFH on different software engineering activities.Conclusion:WFH is a situational phenomenon which can have both negative and positive impact on software teams. For practitioners, we suggest a unified approach to consider the context of WFH, collaborative tools, associated coordination and control approaches and a process that resolve those aspects that are sensitive to physical interaction.
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