%0 Conference Proceedings %T What is a Minimum Viable (Video) Game? %+ Tampere University of Technology [Tampere] (TUT) %+ Department of Software Engineering [Karlskona] %+ University of Oulu %+ Pontifícia Universidade Católica do Rio Grande do Sul [Brasil] = Pontifical Catholic University of Rio Grande do Sul [Brazil] = Université catholique pontificale de Rio Grande do Sul [Brésil] (PUC-RS) %A Hyrynsalmi, Sami %A Klotins, Eriks %A Unterkalmsteiner, Michael %A Gorschek, Tony %A Tripathi, Nirnaya %A Pompermaier, Leandro, Bento %A Prikladnicki, Rafael %< avec comité de lecture %( Lecture Notes in Computer Science %B 17th Conference on e-Business, e-Services and e-Society (I3E) %C Kuwait City, Kuwait %Y Salah A. Al-Sharhan %Y Antonis C. Simintiras %Y Yogesh K. Dwivedi %Y Marijn Janssen %Y Matti Mäntymäki %Y Luay Tahat %Y Issam Moughrabi %Y Taher M. Ali %Y Nripendra P. Rana %I Springer International Publishing %3 Challenges and Opportunities in the Digital Era %V LNCS-11195 %P 217-231 %8 2018-10-30 %D 2018 %R 10.1007/978-3-030-02131-3_20 %K Minimum viable product %K Minimum viable game %K Game business %Z Computer Science [cs] %Z Computer Science [cs]/Networking and Internet Architecture [cs.NI]Conference papers %X The concept of ‘Minimum Viable Product’ (MVP) is largely adapted in the software industry as well as in academia. Minimum viable products are used to test hypotheses regarding the target audience, save resources from unnecessary development work and guide a company towards a stable business model. As the game industry is becoming an important business domain, it is not surprise that the concept has been adopted also in the game development. This study surveys how a Minimum Viable Game (MVG) is defined, what is reported in extant literature as well as present results from a small case study survey done to nine game development companies. The study shows that despite popularity of minimum viable games in the industrial fora, the presented views on the concept are diverged and there is lack of practical guidelines and research supporting game companies. This study points out research gaps in the area as well as calls for actions to further develop the concept and to define guidelines. %G English %Z TC 6 %Z WG 6.11 %2 https://inria.hal.science/hal-02274172/document %2 https://inria.hal.science/hal-02274172/file/474698_1_En_20_Chapter.pdf %L hal-02274172 %U https://inria.hal.science/hal-02274172 %~ IFIP-LNCS %~ IFIP %~ IFIP-TC %~ IFIP-WG %~ IFIP-TC6 %~ IFIP-WG6-11 %~ IFIP-I3E %~ IFIP-LNCS-11195