English Podcast Starts at 00:00:00 Bengali Podcast Starts at 00:32:21 Hindi Podcast Starts at 00:52:40 Danish Podcast Starts at 01:13:12 Reference Kim, J., Johar, M., & Mookerjee, V. (2026). EXPRESS: Agile Approaches for Gaming Software Development. Production and Operations Management. https://doi.org/10.1177/10591478261495695 Youtube Channel https://www.youtube.com/@weekendresearcher Podcast Website https://mayukhmukhopadhyay.com/reviseandresubmit AOM SIM Curriculum Committee https://sim.aom.org/curriculum/curriculum-committee AOM SIM-Bytes Curriculum Lessons https://sim.aom.org/simthrive/teaching/simbytes 🎙️ Welcome to Revise and Resubmit. Today, I want to take you somewhere that may seem, at first, like a very familiar place: the restless, constantly changing world of online games. 🎮 But as I read “Agile Approaches for Gaming Software Development”, by Joohyun Kim, Monica Johar, and Vijay Mookerjee, I began to see something rather different beneath the surface. Published online on 28 September 2026 by SAGE Publications, this paper appears in Production and Operations Management, a highly prestigious journal that is included in the Financial Times 50, or FT50, journal list. The journal regularly publishes research at the intersection of operations, technology, and management, which makes this paper's question particularly fitting. 🕹️ Online games are no longer finished products that simply leave the developer's hands. They live. They change. They receive new features, updates, fixes, patches, and sometimes seemingly endless streams of small adjustments. And somewhere behind all of that lies a deceptively difficult question: when should the next release happen? Kim, Johar, and Mookerjee approach that question through an optimal control framework, looking closely at the delicate relationship between new functionality, debugging effort, release cadence, and growing system complexity. ⏳ The paper considers two familiar approaches. One releases according to time, such as fixed sprints. The other releases according to functionality, waiting until a particular bundle of features is ready. Then comes a hybrid possibility, where developers can move between the two, although not without a switching cost. What stayed with me is the gradual change the authors describe. As a game becomes more complex, adding something new is no longer quite the same act it was at the beginning. More effort begins to move away from construction and towards debugging. Time-based releases may deliver fewer features, while functionality-based releases may take longer to arrive. 🌱 It made me wonder whether the real challenge of agile development is not simply learning how to release faster, but learning when not to rush. 🙏 My sincere thanks to Joohyun Kim, Monica Johar, and Vijay Mookerjee, and to SAGE Publications, for this fascinating contribution to the literature. 🎧 If you enjoy Revise and Resubmit, please subscribe to the podcast on Spotify and to Weekend Researcher on YouTube. You can also find the channel on Amazon Prime and Apple Podcasts. ❓ And so, as we enter this paper together, I keep wondering: when a digital world is constantly being rebuilt, how do we know the moment has come to stop adding, and start repairing what we have already created?