Tran, Minh Q. and Biddle, Robert
PDF (Version of Record)
- Requires a PDF viewer such as GSview, Xpdf or Adobe Acrobat Reader
|Google Scholar:||Look up in Google Scholar|
This paper presents an ethnographically-informed study of the practices at a game company that develops serious games for business training. Games research focuses mainly on the game product, paying little attention to the design and development process. This study attempts to address this gap. We examined the day-to-day activity of a team responsible for designing and developing game content. Our data collection methods were informed by ethnography; they include field observations, contextual interviews and audio recordings. A thematic analysis was performed on transcripts of naturally occurring conversation within the team. The results were triangulated with field notes and interview data. The result is a description of collaborative activity within a game development team, and an interpretation of how the socio-technical environment supported the game development process. This study suggests innovative game design can be supported by creating a culture of collaboration, but innovation from teams is largely dependent on the quality of the interpersonal relationships.
|Item Type:||Journal Article|
|Copyright Holders:||2009 The Authors|
|Keywords:||collaboration; ethnography; game development; serious games; software development|
|Academic Unit/Department:||Faculty of Science, Technology, Engineering and Mathematics (STEM)|
|Interdisciplinary Research Centre:||Centre for Research in Computing (CRC)|
|Depositing User:||Minh Tran|
|Date Deposited:||16 Sep 2010 08:51|
|Last Modified:||09 Aug 2016 21:41|
|Share this page:|
Download history for this item
These details should be considered as only a guide to the number of downloads performed manually. Algorithmic methods have been applied in an attempt to remove automated downloads from the displayed statistics but no guarantee can be made as to the accuracy of the figures.