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Game testing

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are fixed. They are also responsible that QA teams produce formal and complete reports. This includes discarding duplicate and erroneous bug reports, as well as requesting clarifications. As the game nears alpha and beta stages, lead tester brings more testers into the team, coordinates with external testing teams and works with management and producers. Some companies may prevent the game going gold until lead tester approves it. Lead testers are also typically responsible for compiling representative samples of game footage for submission to regulatory bodies such as the
1322:. Although general text issues are a part of functionality testing, QA departments may employ dedicated localization testers. In particular, early Japanese game translations were rife with errors, and in recent years localization testers are employed to make technical corrections and review translation work of game scripts - catalogued collections of all the in-game text. Testers native to the region where a game is marketed may be employed to ensure the accuracy and quality of a game's localization. 1043: 840:
reference any problems they find in detailed reports, meet deadlines with assignments and have the skill level to complete the game titles on their most difficult settings. Most of the time the position of game tester is a highly stressful and competitive position with little pay yet is highly sought after for it serves as a doorway into the industry. Game testers are observant individuals and can spot minor defects in the game build.
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are not normally used by game testers, but are used by programmers for lower-level testing. In addition to the features of a test kit, dev kits usually have higher hardware specifications, most notably increased system memory. This allows developers to estimate early game performance without worrying
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are responsible for building automated test cases and frameworks as well as managing complex test problems such as overall game performance and security. These individuals usually have strong software development skills but with a focus on writing software which exposes defects in other applications.
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is the person responsible for the game working correctly and managing bug lists. A lead tester manages the QA staff. The lead tester works closely with designers and programmers, especially towards the end of the project. The lead tester is responsible for tracking bug reports and ensuring that they
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are responsible for checking that the game works, is easy to use, has actions that make sense, and contains fun gameplay. Testers need to write accurate and specific bug reports, and if possible providing descriptions of how the bug can be reproduced. Testers may be assigned to a single game during
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10–12 an hour). Testing management is usually more lucrative, and requires experience and often a college education. An annual survey found that testers earn an average of $ 39k annually. Testers with less than three years' experience earn an average of US$ 25k while testers with over three years'
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kits. The main difference from consumer units is the ability to load games from a burned disc, USB stick, or hard drive. The console can also be set to any publishing region. This allows game developers to produce copies for testing. This functionality is not present in consumer units to combat
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Some games studios are starting to take a more technical approach to game QA that is more inline with traditional software testing. Technical Test positions are still fairly rare throughout the industry but these jobs are often full-time positions with long term career paths and require a 4-year
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Quality assurance is a critical component in game development, though the video game industry does not have a standard methodology. Instead developers and publishers have their own methods. Small developers do not generally have QA staff; however, large companies may employ QA teams full-time.
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is most commonly associated with the phrase "game testing", as it entails playing the game in some form. Functionality testing does not require extensive technical knowledge. Functionality testers look for general problems within the game itself or its user interface, such as stability issues,
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Testing starts as soon as first code is written and increases as the game progresses towards completion. The main QA team will monitor the game from its first submission to QA until as late as post-production. Early in the game development process the testing team is small and focuses on daily
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stage, the testing team will have clear assignments for each day. Tester feedback may determine final decisions of exclusion or inclusion of final features. Introducing testers with fresh perspectives may help identify new bugs. At this point the lead tester communicates with the producer and
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Now most game developers rely on their highly technical and game savvy testers to find glitches and 'bugs' in either the programming code or graphic layers. Game testers usually have a background playing a variety of different games on a multitude of platforms. They must be able to notate and
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material, are the responsibility of the game testers. Even a single violation in submission for license approval may have the game rejected, possibly incurring additional costs in further testing and resubmission. In addition, the delay may cause the title to miss an important launch window,
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stage, more team members are employed and test plans are written. Sometimes features that are not bugs are reported as bugs and sometimes the programming team fails to fix issues first time around. A good bug-reporting system may help the programmers work efficiently. As the projects enters
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before a deadline, the game-test team is required to test late-added features and content without delay. During this period staff from other departments may contribute to the testing—especially in multiplayer games. One example of sustained crunch, especially among the QA team, was at
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may involve separate multiplayer QA team if the game has significant multiplayer portions. This testing is more common with PC games. The testers ensure that all connectivity methods (modem, LAN, Internet) are working. This allows single player and multiplayer testing to occur in
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testers. In some cases, testers employed by a publisher may be sent to work at the developer's site. The most aggressive recruiting season is late summer/early autumn, as this is the start of the crunch period for games to be finished and shipped in time for the holiday season.
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department heads daily. If the developer has an external publisher, then coordination with publisher's QA team starts. For console games, a build for the console company QA team is sent. Beta testing may involve volunteers, for example, if the game is multiplayer.
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are responsible for setting testing deadlines in coordination with marketing and quality assurance. They also manage many items outside of game testing, relating to the overall production of a title. Their approval is typically required for final submission or
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publishes a set of "guidelines" (Lotcheck). Some of these requirements are highly technical and fall outside the scope of game testing. Other parts, most notably the formatting of standard error messages, handling of memory card data, and handling of legally
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The requirements are proprietary documents released to developers and publishers under confidentiality agreements. They are not available for the general public to review, although familiarity with these standards is considered a valuable skill to have as a
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A common misconception is that all game testers enjoy alpha or beta version of the game and report occasionally found bugs. In contrast, game testing is highly focused on finding bugs using established and often tedious methodologies before alpha version.
1370:. QA checks to see whether the bug is still there (regression) and then runs similar tests to see whether the fix broke something else. That second stage is often called "halo testing"; it involves testing all around a bug, looking for other bugs. 811:
expertise, analytic competence, critical evaluation skills, and endurance. In recent years the field of game testing has come under fire for being extremely strenuous and unrewarding, both financially and emotionally.
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and connectors for other testing equipment. Test kits contain additional options, such as running automated compliance checks, especially with regard to save data. The system software also allows the user to capture
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running in a particular program. Load testing may require a large group of testers or software that emulates heavy activity. Load testing also measures the capability of an application to function correctly under
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employ a large QA staff for testing various games from different developers. Despite the large QA infrastructure most publishers have, many developers retain a small group of testers to provide on-the-spot QA.
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bugs. Testing requires creative gameplay to discover often subtle bugs. Some bugs are easy to document, but many require detailed description so a developer can replicate or find the bug. Testers implement
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Testers receive scheduled uniquely identifiable game builds from the developers. The game is play-tested and testers note any uncovered errors. These may range from bugs to art glitches to logic errors and
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stage of development. Often this refers to the first publicly available version of a game. Public betas are effective because thousands of fans may find bugs that the developer's testers did not.
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Some testers use the job as a stepping stone in the game industry. QA résumés, which display non-technical skill sets, tend towards management, than to marketing or production. Applicants for
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to avoid logging bugs multiple times. Many video game companies separate technical requirement testing from functionality testing altogether since a different testing skillset is required.
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is the reason for the existence of game testing labs. First-party licensors for console platforms have strict technical requirements titles licensed for their platforms. For example,
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was in charge of all the testing. No more than one or two testers were required due to the limited scope of the games. In some cases, the programmers could handle all the testing.
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checks the malfunction. This is outside the scope of game tester duties, although inconsistencies in the report may require more information or evidence from the tester.
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titles, nearing the end of development as much of the compatibility depends on the final build of the game. Often two rounds of compatibility tests are done - early in
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diploma and with no technical expertise, suffice. Game testing is normally a full-time job for experienced testers; however, many employees are hired as
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The organization of staff differs between organizations; a typical company may employ the following roles associated with testing disciplines:
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are essential problems that require attention; however, the game may still be playable. Multiple B bugs are equally severe to an A bug.
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are included in the report. Developers may request additional documentation such as a real-time video of the bug's manifestation.
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Game QA is less technical than general software QA. Game testers most often require experience however occasionally only a
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its entire production, or brought onto other projects as demanded by the department's schedule and specific needs.
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refers to attempts to mathematically model player experience and predict player's preference for or liking of a
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Lahti, M., Game testing in Finnish game companies, Master's thesis, Aalto University, School of Science, 2014,
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experience earn US$ 43k. Testing leads, with over six years' experience, earn on an average of US$ 71k a year.
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have the same hardware specifications and overall appearance as a consumer unit, though often with additional
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Specific roles and duties will vary between studios. Many games are developed without any Technical Testers.
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about optimizations. Dev kits are usually larger and look different from a test kit or consumer unit.
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High-profile commercial games are professionally and efficiently tested by publisher QA department.
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There is no standard method for game testing, and most methodologies are developed by individual
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are critical bugs that prevent the game from being shipped, for example, they may crash the game.
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As games become more complex, a larger pool of QA resources, called "Quality Assessment" or "
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The testers also evaluate performance and results are used for game's advertised minimum
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are small and obscure problems, often in form of recommendation rather than bugs.
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that manifest only over time. Soak tests are one of the compliance requirements.
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Compatibility testing ensures that the game runs on different configurations of
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For consoles, the majority of testing is not performed on a normal system or
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A game tester is a member of a development team who performs game testing.
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Article: The Basics of Test Automation for Apps, Games And the Mobile Web
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computer science degree and significant experience with test automation.
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Article: Architecture and Infrastructure Aspects of Mobile Game Testing
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Most companies rank bugs according to an estimate of their severity:
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A typical bug report progression of testing process is seen below:
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tests the limits of a system, such as the number of players on an
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SDET (Software Development Engineer in Test) or Technical Testers
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to allow time for issue resolution, and late in beta or during
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positions need to demonstrate technical skills in these areas.
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deal primarily with the United States and do not represent a
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potentially costing the publisher even larger sums of money.
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Fleming, Jeffrey (April 2008). "7th Annual Salary Survey".
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Compliance may also refer to regulatory bodies such as the
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Software testing process for quality control of video games
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Proceedings of the 9th conference on Computing Frontiers
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Game testing personnel are usually paid hourly (around
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by adding general information and discuss at the
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Thomson Course Technology. 1730: 1695: 1693: 1691: 1689: 1676: 1674: 1672: 1670: 1668: 1666: 1664: 1651: 1649: 1647: 1645: 1561: 1559: 1557: 61:Learn how and when to remove these messages 1985:Moore, Michael E.; Novak, Jeannie (2010). 1890: 1632: 1630: 1628: 1626: 1624: 1622: 1597: 1595: 1593: 1591: 1068:, or create a new section, as appropriate. 760: 746: 1763: 1527: 1517: 1515: 1513: 1511: 1126:system. The circumstances of the bug and 1084:Learn how and when to remove this message 220:Learn how and when to remove this message 202:Learn how and when to remove this message 1947:Adams, Ernest; Rollings, Andrew (2003). 1823: 1686: 1661: 1642: 1554: 1853: 1757: 1619: 1588: 1384:active on the screen, or the number of 14: 2055: 1508: 83:one specialized aspect of the subject 1036: 140:adding citations to reliable sources 111: 67: 26: 1933:from the original on 8 August 2014. 1410: 883:If a video game development enters 24: 2073:Video game industry labor disputes 1578:"The Tough Life of a Games Tester" 722:List of video game industry people 25: 2084: 2036: 1201:issues, and game asset integrity. 1181:will be different from testing a 42:This article has multiple issues. 1213:Technical Requirements Checklist 1041: 515:Intellectual property protection 238: 116: 72: 31: 1872: 1847: 1835: 1811: 1799: 1787: 1745: 1712:Brendan Sinclair (2019-06-26). 1705: 1032: 127:needs additional citations for 50:or discuss these issues on the 1607: 1571: 1542: 1496: 1158: 924: 13: 1: 1940: 992: 717:List of video game publishers 705:List of video game developers 81:This article focuses only on 1989:. Delmar: Cengage Learning. 1772:. Didi Games. Archived from 732:List of video game magazines 7: 2023: 2003: 1636: 1601: 1565: 1536: 1485:Software release life cycle 1463: 1064:, discuss the issue on the 847: 727:List of video game websites 10: 2089: 1987:Game Industry Career Guide 1984: 1965: 1946: 1878: 1841: 1829: 1817: 1805: 1793: 1751: 1739: 1699: 1680: 1655: 1613: 1548: 1521: 1502: 1400:Player-experience modeling 1331: 1162: 1104: 892:during the development of 815: 651:Advertising in video games 1951:. New Riders Publishing. 1436:and grey-market imports. 1266:is normally required for 1185:). Many methods, such as 895:Call of Duty: Black Ops 4 520:Digital rights management 1490: 932: 1906:10.1145/2212908.2212954 1770:Research on Video Games 247:Part of a series on the 2063:Video game development 2004:Oxland, Kevin (2004). 1380:server, the number of 1366:has been fixed by the 1866:United Business Media 1452:for aid in debugging. 1263:Compatibility testing 1194:Functionality testing 1171:video game developers 831:" is necessary. Most 1900:. pp. 285–292. 1879:Adams, Rollings 2003 1362:is performed once a 1318:act as in-game text 1315:Localization testing 1062:improve this section 584:Downloadable content 136:improve this article 89:improve this article 2006:Gameplay and design 1966:Bates, Bob (2004). 1393:Multiplayer testing 1306:system requirements 878:concurrency control 789:video game industry 567:Episodic video game 253:Video game industry 2008:. Addison Wesley. 1359:Regression testing 1205:Compliance testing 1128:steps to reproduce 592:Games as a service 1996:978-1-4283-7647-2 1844:, pp. 84, 237-238 1842:Moore, Novak 2010 1818:Moore, Novak 2010 1806:Moore, Novak 2010 1752:Moore, Novak 2010 1522:Moore, Novak 2010 1276:release candidate 1221:Xbox Requirements 1094: 1093: 1086: 829:Quality Assurance 777:quality assurance 770: 769: 612:Microtransactions 381:Interactive movie 230: 229: 222: 212: 211: 204: 186: 110: 109: 65: 16:(Redirected from 2080: 2068:Software testing 2019: 2000: 1981: 1962: 1935: 1934: 1932: 1899: 1888: 1882: 1876: 1870: 1869: 1851: 1845: 1839: 1833: 1827: 1821: 1815: 1809: 1803: 1797: 1791: 1785: 1784: 1782: 1781: 1761: 1755: 1749: 1743: 1737: 1728: 1727: 1725: 1724: 1718:gameindustry.biz 1709: 1703: 1697: 1684: 1678: 1659: 1653: 1640: 1634: 1617: 1611: 1605: 1599: 1586: 1575: 1569: 1563: 1552: 1546: 1540: 1534: 1525: 1519: 1506: 1500: 1480:Game development 1470:Software testing 1411:Console hardware 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Retrieved 1717: 1707: 1609: 1581: 1573: 1544: 1539:, p. 301-302 1498: 1455: 1450:memory dumps 1440: 1428: 1424: 1420: 1416: 1414: 1399: 1392: 1374:Load testing 1373: 1357: 1347:Beta testing 1345: 1336:memory leaks 1332:lead testers 1327:Soak testing 1325: 1313: 1261: 1220: 1212: 1211:publishes a 1204: 1193: 1187:unit testing 1168: 1144:Verification 1143: 1133: 1119: 1113: 1108: 1095: 1080: 1071: 1051: 1033:Compensation 1016: 1012: 996: 984: 977: 962: 958: 954: 941: 936: 928: 917: 911: 905: 900: 893: 882: 869: 863: 858: 855: 851: 842: 838: 826: 819: 795:process for 784: 780: 776: 773:Game testing 772: 771: 682:Game studies 607:Free-to-play 597:Cloud gaming 579:Crowdfunding 574:Early access 545:monetization 541:Distribution 485:Localization 361: 338: 305:Level design 216: 198: 189: 179: 172: 165: 158: 146: 134:Please help 129:verification 126: 101:January 2017 98: 87:Please help 82: 58: 51: 45: 44:Please help 41: 1968:Game Design 1637:Bethke 2003 1602:Bethke 2003 1566:Oxland 2004 1537:Oxland 2004 1368:programmers 1234:copyrighted 1230:trademarked 1183:casual game 1159:Methodology 1019:programming 999:high school 955:Lead tester 925:Game tester 885:crunch time 801:video games 787:within the 641:Battle pass 636:Season pass 552:Buy-to-play 475:South Korea 312:Programming 262:Development 18:Game tester 2057:Categories 1941:References 1830:Bates 2004 1794:Bates 2004 1780:2009-04-01 1740:Bates 2004 1723:2022-06-09 1700:Bates 2004 1681:Bates 2004 1656:Bates 2004 1614:Bates 2004 1549:Bates 2004 1503:Bates 2004 1404:video game 1223:(XR), and 1219:publishes 1175:publishers 1074:March 2010 1005:, such as 993:Employment 833:publishers 490:Censorship 448:Publishing 386:Nonviolent 357:Video game 290:Programmer 192:March 2010 162:newspapers 47:improve it 1475:Test plan 1441:Test kits 1396:parallel. 1297:joysticks 1217:Microsoft 1148:producers 1120:Reporting 1066:talk page 959:test lead 951:" status. 822:developer 809:computing 662:Advergame 433:Accessory 274:Developer 93:talk page 53:talk page 2024:Research 1928:Archived 1832:, p. 261 1796:, p. 180 1702:, p. 179 1683:, p. 178 1658:, p. 177 1616:, p. 176 1568:, p. 301 1464:See also 1456:Dev kits 1293:gamepads 1289:software 1285:hardware 1225:Nintendo 1134:Analysis 1060:You may 890:Treyarch 848:Overview 791:, is a 624:Loot box 557:AAA game 413:Non-game 406:Exergame 396:Art game 351:Products 329:Graphics 280:Designer 269:Producer 1924:4335529 1881:, p. 17 1808:, p. 25 1754:, p. 72 1639:, p. 53 1604:, p. 52 1524:, p. 95 1386:threads 1382:sprites 1320:editors 1243:tester. 1215:(TRC), 1105:Process 978:Testers 963:QA lead 816:History 785:testing 676:Related 657:in-game 455:Markets 428:Console 401:Edugame 391:Serious 339:Testing 176:scholar 2031:Thesis 2012:  1993:  1974:  1955:  1922:  1912:  1820:, p. 2 1179:MMORPG 1027:design 918:C bugs 912:B bugs 906:A bugs 505:Piracy 371:Erotic 366:Casual 317:Engine 300:Design 285:Artist 178:  171:  164:  157:  149:  1931:(PDF) 1920:S2CID 1898:(PDF) 1864:(4). 1580:from 1491:Notes 1445:ports 1425:debug 1389:load. 1025:, or 933:Roles 873:level 859:alpha 710:Indie 699:Lists 629:gacha 510:Clone 470:Japan 460:China 376:Indie 334:Music 183:JSTOR 169:books 2010:ISBN 1991:ISBN 1972:ISBN 1953:ISBN 1910:ISBN 1868:: 8. 1421:test 1352:beta 1295:and 1287:and 1272:beta 1254:PEGI 1252:and 1250:ESRB 1232:and 1209:Sony 1173:and 1098:US$ 1007:beta 972:PEGI 970:and 968:ESRB 949:gold 864:beta 543:and 465:U.S. 155:news 1902:doi 1583:IGN 1429:dev 1423:or 1378:MMO 1364:bug 1338:or 1023:art 961:or 799:of 138:by 2059:: 1926:. 1918:. 1908:. 1862:15 1860:. 1768:. 1732:^ 1716:. 1688:^ 1663:^ 1644:^ 1621:^ 1590:^ 1556:^ 1529:^ 1510:^ 1406:. 1268:PC 1150:, 1021:, 957:, 898:. 783:) 781:QA 364:: 322:AI 56:. 2018:. 1999:. 1980:. 1961:. 1904:: 1783:. 1726:. 1299:. 1087:) 1081:( 1076:) 1072:( 1058:. 974:. 947:" 779:( 761:e 754:t 747:v 223:) 217:( 205:) 199:( 194:) 190:( 180:· 173:· 166:· 159:· 132:. 103:) 99:( 95:. 85:. 63:) 59:( 20:)

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Video game industry
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