Chapter 4. Method for assessing the complexity of an IT project for video game localization

Authors

Maksym Yevlanov
Kharkiv National University of Radio Electronics
https://orcid.org/0000-0002-6703-5166
Nataliia Vasyltsova
Kharkiv National University of Radio Electronics
https://orcid.org/0000-0002-4043-487X
Iryna Panforova
Kharkiv National University of Radio Electronics
https://orcid.org/0000-0001-7032-9109
Keywords: localization, assessment, IT project, translation unit, video game

Synopsis

Management of a modern IT company: theoretical and technological aspects

The object of the study is the process of project assessment and control.
During the study, the task of assessing the complexity of an IT project for video game localization was solved. In this direction, there has been little research recently conducted in the IT industry, mainly aimed at solving organizational problems of managing relevant IT projects. Research aimed at solving problems of assessing time spent on implementing IT projects for video game localization is mainly of an applied nature. Therefore, there is a constant need to conduct scientific research and process the experience of individual specialists and IT companies acquired during the planning and implementation of IT projects for video game localization.
According to the results of the study, a set of main factors that influence the implementation of a third-level IT project for video game localization was identified, and a system for their classification was proposed. Based on the results of identifying and classifying these factors, a method for assessing the complexity of an IT project for video game localization was developed. This method consists of four stages, which, in turn, are divided into 12 activities. The features of each of the activities of the developed method are described in detail.
Experimental verification of the obtained results was carried out in two stages. At the first stage, the developed method was used to assess the duration of the Ukrainian localization of the video game “Don't Starve Together”. The predicted assessment of the translation duration of this game was 32 hours 57 minutes. The actual translation duration was 26 hours 26 minutes. The predicted translation duration exceeded the actual one by 24.7 %. At the second stage, the effectiveness of using the localization characteristics obtained during the assessment of previous IT projects was tested in the project on the Ukrainian localization of the game “Sid Meier's Civilization® VI”. The predicted translation duration was 11 hours 11 minutes. The actual translation duration was 9 hours 57 minutes (the difference with the predicted value was 12.1 %).
Additionally, the assessment results obtained using the developed method were compared with the assessment results obtained using the common methodology for assessing time spent on software localization. The results showed that using the developed method allows for the most accurate estimates of time spent on third-level IT projects for video game localization.

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Author Biographies

Maksym Yevlanov, Kharkiv National University of Radio Electronics

Doctor of Technical Sciences, Professor
Department of Information Control System
https://orcid.org/0000-0002-6703-5166
Corresponding author
maksym.ievlanov@nure.ua

Nataliia Vasyltsova, Kharkiv National University of Radio Electronics

PhD, Associate Professor
Department of Information Control System
https://orcid.org/0000-0002-4043-487X

Iryna Panforova, Kharkiv National University of Radio Electronics

PhD, Associate Professor
Department of Information Control System
https://orcid.org/0000-0001-7032-9109

Dmytro Osypchuk

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