TY - GEN
T1 - A Mapping of Recording-based Game Test Automation Tools
AU - Mioto, Vinícius
AU - Petrillo, Fabio
N1 - Publisher Copyright:
© 2025 IEEE.
PY - 2025
Y1 - 2025
N2 - As the gaming industry grows, there is a greater need for high-quality, complex games, which requires efficient and scalable testing methods. This paper maps recording-based game test automation tools that record and replay user actions to make testing easier and reduce manual work. We analyzed 20 tools mentioned in industry blogs and grouped them into game-specific and general-purpose categories. We also evaluated their compatibility, input simulation features, scripting options, and integration with game engines. Our findings indicate that general-purpose tools, the most frequently mentioned in blog sources, offer broad adaptability across platforms but are typically limited to user interface and visual testing. In contrast, game-specific tools provide deeper integration with game engines, supporting access to in-game mechanics and making them better suited for testing gameplay aspects. Our observations intend to conduct industry and academic efforts toward more reliable, scalable, and cost-effective approaches to automated game testing.
AB - As the gaming industry grows, there is a greater need for high-quality, complex games, which requires efficient and scalable testing methods. This paper maps recording-based game test automation tools that record and replay user actions to make testing easier and reduce manual work. We analyzed 20 tools mentioned in industry blogs and grouped them into game-specific and general-purpose categories. We also evaluated their compatibility, input simulation features, scripting options, and integration with game engines. Our findings indicate that general-purpose tools, the most frequently mentioned in blog sources, offer broad adaptability across platforms but are typically limited to user interface and visual testing. In contrast, game-specific tools provide deeper integration with game engines, supporting access to in-game mechanics and making them better suited for testing gameplay aspects. Our observations intend to conduct industry and academic efforts toward more reliable, scalable, and cost-effective approaches to automated game testing.
KW - automation
KW - digital games
KW - gray literature
KW - systematic mapping
KW - testing
KW - tools
KW - videogame
UR - https://www.scopus.com/pages/publications/105009043063
U2 - 10.1109/GAS66647.2025.00006
DO - 10.1109/GAS66647.2025.00006
M3 - Contribution to conference proceedings
AN - SCOPUS:105009043063
T3 - Proceedings - 2025 IEEE/ACM 9th International Workshop on Games and Software Engineering, GAS 2025
SP - 1
EP - 8
BT - Proceedings - 2025 IEEE/ACM 9th International Workshop on Games and Software Engineering, GAS 2025
PB - Institute of Electrical and Electronics Engineers Inc.
T2 - 9th IEEE/ACM International Workshop on Games and Software Engineering, GAS 2025
Y2 - 29 April 2025
ER -