Survey on Game Platform Migration, Enviromental and Economic Aspects
This survey is conducted by Lappeenranta University of Technology, Finland, with PERCCOM graduate school. All collected data will be handled and stored confidentially, and no data will be released for the use of third party, with the exception of anonymized survey results as research results. From these published results, it will be impossible to deduct any information on names, products or answers from any individual responder.

More information available from Dr. Jussi Kasurinen (

Basic Information

1. Please indicate your current role in your organization: *

2. In general, for how long have your company been involved in game development? *

3. What are the main platforms you develop your games for? (Please select maximum of two platforms.) *

4. Does your organization develop hardware components (controllers, consoles, devices, sensors, others) as a part of your game product? *

Enviromental Aspects and Marketing

5. Based on your experiences or observations, rate the importance of eco-impact factors (such as reusability of components, energy efficiency, long term support, social impact) in a game development project: (1-5 scale, 5: Very important, 1: Not relevant)

6. Does your organization use promotional items (toys, trinkets, clothes, posters, stickers, others) in the marketing work of your product? *

7. If you answered yes to the last question, please estimate what types of products you annually give away as promotion, and approximate on amounts (hundreds, thousands, tens of thousands).
Example: Toys: around 500; Keychains: ~800: Posters: around 15000; Demo CDs: around 2000.

8. How does your work involve the following concepts or activities? (1-5, 1: No involvement, 5: Focus area)
Code reusability
Energy-efficient programing
Social awarness impact
Reusing old hardware components
Repurposing old hardware components
Reusing existing marketing/promotional material
Repurposing existing marketing/promotional material
Support to the legacy (older model) devices

Game Business and Product Design

9. Please rate the following aspects in your organization according to your own experiences:
Close to this
Leaning towards this
Leaning towards this
Close to this
Game product design is driven by economic factors
Game product design is driven by creative factors
Design relies on quickly built prototypes
Design relies on systematic development
Game design concept are based on individuals
Game design concept are based on group effort
Design is ad-hoc process
Design has a formal process
External sources (publishers, funders) can dictate our designs
External sources have no power to affect designs

10. How important are the following roles for your organization? (1 = not important, 5 = very important)
Developers, who do programming
Artistist, who develop graphics
Designers, who design content
Business, who manage business aspects
Musicians, who do sound work
Testers, who test products
Marketers, who manage marketing aspects
Field specialists, who have domain experience
Researchers, who work with new technology
Administration, who manage day-to-day activities
Hardware specialists, who have technological experience

11. How important are the following revenue sources for your organization? (1 = not important, 5 = very important)
Funding organizations
Venture capitalists
Own savings
Daily job
Selling games
In-app purchasing
Advertisements in games
Outsourcing work for someone else (sold resources)

12. In your opinion, please select the three most important business aspects for game organization:

13. Please select the three most important skills for a person who you would hire to work for your organization:

Migration Process and Development Work

14. Does your organization follow some software development methodology such as Scrum (even partial or unofficial following is counted)?

15. How closely these definitions fit to your organization’s way of developing games (0-5 scale, 5 very closely, 0 very badly):
Focused on processes improvement (We collect data to learn from our earlier project experiences.)
Processes measured and controlled (We try to ensure that we get what we want by measuring progress.)
Processes documented, standardized and proactive (We (or our client) want to know what has happened, so we document things.)
Processes are often reactive (We only react to problems that actually happen, and only prepare for the most probable problems.)
Processes reactive and often unpredictable (Since there may be large changes during the process, we focus on daily problems.)
Our product design does not change much during the development, after the initial product design is completed.

16. Please rate on average, how much time you spend in your typical project with the different project phases:
Add to the scale so that the total is 100 %
Concept work, pitching
Prototype development
Design work
Level creation
Art/Audio Production
Gold master/Crunch Time

17. Has your organization released a game, which was later ported to another platform or console generation?
If your answer is "No", you can skip the rest of the questions.

18. Based on your experience, how long does a migration process for your typical product take from one platform to another?

19. How well do you consider the following items to represent migration process from one platform to another (1-5, 5 very closely, 1 very badly):
The final costs were what we expected or estimated them to be.
The actual time the process took was what we expected or estimated it to be.
Our migration process was informal and/or agile.
We were able to keep metrics on the migration progress.
The migration process was planned in detail before implementation.
There weren’t any – or only few – things that our organization had to learn before or during the migration work.
The migration process did not take much time to complete.
In general, the migration process did not have any or only a few unexpected issues.

20. When thinking about the game migration process and all the activities involved, what percent represents the importance of the following factors in the decision to migrate a game to a new platform?
Please add percentages so that the total is 100%.
General effort required (total working hours)
Amount of coding work needed
Amount of new (or redone) content needed
Time needed
Costs involved
The amount of potential customers in the new platform
The market share expected for the new platform
The predictions for the market shares of the current platforms

21. Open feedback: If you think we missed something relevant, or want to emphasize some point, or just give us a feedback on this survey, please write it here.