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    <subfield code="a">Front Cover -- Half-Title Page -- LICENSE, DISCLAIMER OF LIABILITY, AND LIMITED WARRANTY -- Title Page -- Copyright Page -- Contents -- Foreword -- Preface to the Fourth Edition -- Acknowledgments -- Chapter 1: Your Role on the Game Development Team -- "You Get Paid to Play Games?" -- Elements of a Game Development Team -- Programmers -- Artists -- Animators -- Level Designers -- Sound Designers -- Game Designers -- Producers -- Testers -- Putting It All Together -- The Game Production Cycle -- Concept Development -- Development -- Alpha -- Beta -- Code Lock -- Gold -- Patches -- Updates -- Ready, Tester One? -- Exercises -- Reference -- Chapter 2: The Basics of Game Testing -- Not All Players Are Alike -- Black Box Testing -- White Box Testing -- Your First Test Suite -- Writing Test Cases and Test Suites -- The Life Cycle of a Build -- The Testing Feedback Loop -- The Essence of a Bug Report -- Testing "Around" a Bug -- Not All Testers Are Alike -- Exercises -- References -- Chapter 3: Bug Report Writing and Defect Tracking -- How to Write a Bug Report -- Just the Facts, Please -- The Brief Description -- The Full Description -- Great Expectations -- Habits to Avoid -- Using the Bug Database -- Category -- Summary -- (Full) Description -- Severity -- Priority -- Attachments and Recordings -- Other Database Fields -- Exercises -- References -- Chapter 4: How Bugs Happen -- Who Cares? -- Defect Types -- Functions -- Assignments -- Checking -- Timing -- Build/Package/Merge -- Algorithms -- Documentation -- Interfaces -- Testing Happens -- Exercises -- References -- Chapter 5: The Phases of Game Quality Assurance -- Pre-Production -- Planning Tasks -- Determine the Scope of Testing the Project Will Require -- Assign a Lead Tester -- Establish Milestone Acceptance Criteria -- Participate in Game Design Reviews -- Set Up the Defect Tracking Database.</subfield>
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    <subfield code="a">Draft Test Plans and Design Tests -- Testing Before Testing Begins -- Test Kickoffs -- Configuration Preparation -- Smoke Testing -- Alpha Testing -- Alpha Phase Entry Criteria -- Regression Testing -- Beta Testing -- Beta Phase Entry Criteria -- Design Lock -- Living with Bugs (For Now) -- "The Swing Set of Death" -- Patches, Updates, and Hotfixes -- Gold Testing -- Last-Minute Defects -- Release Certification -- Post-Release Testing -- Live Teams -- Exercises -- Reference -- Chapter 6: Exploratory Testing and Gameplay Testing -- Ad Hoc Testing -- Free Testing Comes from the Right Side of Your Brain -- "Fresh Eyes" -- Directed Testing Makes Order Out of Chaos -- If You Are Not Recording, You Are Not Testing -- Avoid Groupthink -- Testing as Detective Work -- The Benefits of Reproduction -- The Scientific Method -- Gameplay Testing -- A Balancing Act -- "It's Just a Suggestion" -- Making a Game Easy is Hard Work -- External Testing -- Who Decides? -- Exercises -- References -- Chapter 7: The Two Rules of Test Management -- Rule One: Do Not Panic -- Unfamiliar -- Unprepared -- Under Pressure -- Unrested -- "Nearsighted" -- Rule Two: Trust No One -- Balancing Act -- Word Games -- Last Chance -- Trust Fund -- Managing Crunch Time -- Give and Take -- The Rest of the Story -- Exercises -- Reference -- Chapter 8: Combinatorial Testing -- Parameters -- Values -- Defaults -- Enumerations -- Ranges -- Boundaries -- Constructing Tables -- Combinatorial Templates -- Combinatorial Test Generation -- Combinatorial Economics -- Exercises -- Chapter 9: Test Flow Diagrams -- TFD Elements -- Events -- Actions -- States -- Primitives -- Terminators -- TFD Design Activities -- Preparation -- Allocation -- Construction -- A TFD Example -- Data Dictionary -- Data Dictionary Application -- Data Dictionary Reuse -- Data Dictionary Example -- TFD Paths.</subfield>
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    <subfield code="a">Minimum Path Generation -- Baseline Path Method -- Expert Constructed Paths -- Combining Path Strategies -- Producing Test Cases from Paths -- TFD Templates -- When Should You Create a TFD? -- Exercises -- Chapter 10: Cleanroom Testing -- Usage Probabilities -- Mode-Based Usage -- Player-Type Usage -- Real-Life Usage -- Cleanroom Test Generation -- Cleanroom Combinatorial Tables -- Cleanroom Combinatorial Examples -- TFD Cleanroom Paths -- TFD Cleanroom Path Example -- Flow Usage Maintenance -- Flow Usage Profiles -- Inverted Usage -- Calculating Inverted Usage -- Combinatorial Table Usage Inversion -- TFD Flow Usage Inversion -- Exercises -- References -- Chapter 11: Test Trees -- Test Case Trees -- Tree Feature Tests -- Test Tree Designs -- Exercises -- Chapter 12: Defect Triggers -- Operating Regions -- Pre-Game Operating Region -- Game Start Operating Region -- In-Game Operating Region -- Post-Game Operating Region -- The Triggers -- The Configuration Trigger -- The Startup Trigger -- The Exception Trigger -- The Stress Trigger -- The Normal Trigger -- The Restart Trigger -- Classifying Defects -- Defect Triggers and Test Designs -- Combinatorial Design Trigger Examples -- TFD Trigger Examples -- Exercises -- Reference -- Chapter 13: Regression Testing and Test Reuse -- Regression Testing -- The A-B-C Method -- Defect Modeling -- Time Keeps on Ticking -- Expanding Possibilities -- Test Reuse -- TFD Design Patterns -- Looking Back and Forth -- Combinatorial Expansion -- Exercises -- Reference -- Chapter 14: Testing by the Numbers -- Testing Progress -- Testing Effectiveness -- Tester Performance -- Exercises -- Chapter 15: Software Quality -- Game Quality Factors -- Game Quality Appraisal -- Walkthroughs -- Reviews -- Checklist-based Reviews -- Inspections -- Game Standards -- User Interface Standards -- Coding Standards.</subfield>
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    <subfield code="a">Game Quality Measurements -- Six Sigma Software -- Phase Containment -- Quality Plans -- QA Personnel -- Standards -- Reviews and Audits -- Feedback and Reports -- Problem Reporting and Corrective Action -- Tools, Techniques, and Methods -- Supplier Control -- Training -- Risk Management -- Exercises -- References -- Appendix A: Odd-Numbered Answers to Exercises -- Chapter 1 - Your Role on the Game Development Team -- Chapter 2 - The Basics of Game Testing -- Chapter 3 - Bug Report Writing and Defect Tracking -- Chapter 4 - How Bugs Happen -- Chapter 5 - The Phases of Game Quality Assurance -- Chapter 6 - Exploratory Testing and Gameplay Testing -- Chapter 7 - The Two Rules of Test Management -- Chapter 8 - Combinatorial Testing -- Chapter 9 - Test Flow Diagrams -- Chapter 10 - Cleanroom Testing -- Chapter 11 - Test Trees -- Chapter 12 - Defect Triggers -- Chapter 13 - Regression Testing and Test Reuse -- Chapter 14 - Testing by the Numbers -- Chapter 15 - Software Quality -- Appendix B: Sample Test Suite: RTS Building Checklist -- Appendix C: Basic Test Plan Template -- Section I: QA Team (and areas of responsibility) -- Section II: Testing Procedures -- Section III: How Testing Requirements are Generated -- Section IV: Bug Tracking Software -- Section V: Bug Classifications -- Section VI: Bug Tracking -- Section VII: Scheduling and Loading -- Section VIII: Equipment Budget and Costs -- Appendix D: Combinatorial Test Templates -- Tables of Parameters with Two Test Values -- Tables of Parameters with Three Test Values -- Appendix E: Test Flow Diagram (TFD) Templates -- Power-Ups -- Craft Item -- Heal Character -- Create/Save -- Unlock and Buy Item -- Update Song List -- Complete a Mission or Quest -- Get Weapon and Ammo -- Glossary -- Index.</subfield>
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