Please be adviced that some publications may be limited access only or working drafts. Send us an email if you absolutely want to have the most recent version. Papers "in review" and "in preparation" will not be made available until accepted for publication.
Data collection instruments and examples1st round interview questions; Interviewees team leaders and/or project managers. 2nd round interview questions; Interviewees programmers with testing tasks or tester who do programming. 3rd round interview questions; Interviewees upper management or major shareholders. Done in cooperation with InnoVire, questionnaire will be translated and added later. 4th round interview questions; Interviewees game designers who either draft the first game concept design or make the decisions on what features are included and what omitted from the final product. 5th round interview questions; Interviewees upper management, project management or people working with both the business aspects and game development in the organization. Survey on Game Business and Migration form; The data collection instrument applied in the open survey concerning green aspects, game business and software migration. Game Jam questions; Questions used in the Game Jam -game development course project reports. Example of a course development data instrument; Questionnaires used in the development of a course on software testing and in assessment of lecture videos. Example of an academic publication which has applied similar data collection method as SOCES
Miscellaneous presentationsSOCES project outline How software companies actually test their software?, Jussi Kasurinen
Academic papers and thesis worksLuovuus ohjelmistoprosesseissa; Kai Nyyssönen, kandidaatintyö, LUT Tietotekniikka 2012. Yleinen kirjallisuuskatsaus peliteollisuuteen ohjelmistotekniikan tutkimuksessa; Isto Sipilä, kandidaatintyö, LUT Tietotekniikka 2012. Yhteisöllisen datapilven käyttömahdollisuudet paikkatietoon perustuvien pelien alustana; Ville Helminen, kandidaatintyö, LUT Tietotekniikka 2011. Technical framework in game development startups; Jukka-Pekka Stranden, Research report 115, LUT Tietotekniikka 2012. Video Game – From Software to Experience; Risto Laine, Master's Thesis work, School of Industrial engineering and software management, LUT 2013. Software Organizations and Test Process Development; Jussi Kasurinen, Advances in Computers, Vol. 85, Academic Press Elsevier, San Diego USA, 2012. What do Game Developers Expect from Development and Design Tools?; Jussi Kasurinen, Jukka-Pekka Strandén and Kari Smolander, accepted to EASE 2013. How applicable is the ISO/IEC 29110 in Game Software Development?; Jussi Kasurinen, Risto Laine and Kari Smolander, accepted to PROFES 2013. Cloud Services and Cloud Gaming in Game Development; Leah Riungu-Kalliosaari, Jussi Kasurinen and Kari Smolander, accepted to GET 2013. Business model - What is it for a Software Company? - A Systematic Mapping Study; Erno Vanhala and Kari Smolander, accepted to MCCSIS 2013. Design and Innovation in Game Development; Observations in 7 Small Organizations; Erno Vanhala, Jussi Kasurinen and Kari Smolander, accepted to ICSEA 2013, 2013. Computer Science Students Making Games: A Study on Skill Gaps and Requirements; Jussi Kasurinen, Saeed Mirzaeifar and Uolevi Nikula, accepted to Koli Calling 2013, 2013 Is Requirements Engineering in the Game Industry Useless?; Jussi Kasurinen, Andrey Maglyas and Kari Smolander, accepted to Refsq 2014, 2014. What is the role of a business model and its elements for computer game start-ups?; Erno Vanhala and Jussi Kasurinen, accepted to ICSOB 2014. How is release cycle and business model reflecting the success of mobile game?; Erno Vanhala and Andrey Maglyas, accepted as poster to the ICSOB 2014. Games from the Viewpoint of Software Engineering; Jussi Kasurinen and Risto Laine, Proc. of the Federated Computer Science Event 2014 (YTP2014), Research Reports, LUT School of Industrial Engineering and Management, Issue 24, pages 23-26, ISBN 978-952-265-596-7. 3.-4.6.2014, Lappeenranta, Finland. What Do Game Developers Test in Their Products?; Jussi Kasurinen and Kari Smolander, accepted to ESEM 2014, 2014. ISO/IEC 29110 Deployment package: Highly Iterative Software Process; Jussi Kasurinen, 2014. Phases of computer game company evolvement and its human resources: Study into the Startup Organizations; Erno Vanhala, Jussi Kasurinen and Kari Smolander, Accepted for Publication, 2015. Improving the length of customer relationships on mobile computer game business; Erno Vanhala and Jussi Kasurinen, accepted to CAiSE 2016, 2016. Pelien tekeminen osana matematiikan opetusta (In Finnish, Making games as a part of the mathematics curricula); Jussi Kasurinen. Accepted for publication in Dimensio, 02/16. Publisher Matemaattisten aineiden opettajien liitto, 2016. ISSN: 1798-9744 (online) 0782-6648(print) Games as Software: Similarities and Differences between the Implementation Projects; Jussi Kasurinen, accepted to CompSysTech'16, 2016. Defining an Iterative ISO/IEC 29110 Deployment Package for the Game Developers; Jussi Kasurinen and Kari Smolander, accepted to IJITSA, 2016. Just Passing Courses or Learning: Building Bayesian Classifier to Assess Outcomes; Jussi Kasurinen and Uolevi Nikula, accepted for publication in the Journal on Information Technology and Security (JITS), 2016. Current Status and Future Directions of Open Data: Perceptions from Finnish Industry; Antti Herala, Erno Vanhala and Jussi Kasurinen, accepted to MindTrek'16, 2016. Designing an Infrastructure for a Web-Based Course in Software Testing; Jussi Kasurinen, in review, 2016. What Concerns Game Developers? – A Study on Game Development Processes, Sustainability and Business Models; Erno Vanhala, Maria Palacin de Silva, Jussi Kasurinen, in review, 2016. Experiences from Video Lectures and Software Engineering; Antti Herala, Antti Knutas, Erno Vanhala and Jussi Kasurinen, in review, 2016. The State of the Art in Gamification; Jussi Kasurinen and Antti Knutas, in preparation, 2016.