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Emotional journeys in game design teams

Research output: Contribution in Book/Report/Proceedings - With ISBN/ISSNChapter

Published

Standard

Emotional journeys in game design teams. / Stacey, P.; Nandhakumar, J.
Business, technological and social dimensions of computer games: multidisciplinary developments. ed. / Maria Manuela Cruz-Cunha ; Vitor Hugo Varvalho; Paula Tavares . IGI Global, 2011. p. 220-236.

Research output: Contribution in Book/Report/Proceedings - With ISBN/ISSNChapter

Harvard

Stacey, P & Nandhakumar, J 2011, Emotional journeys in game design teams. in MM Cruz-Cunha , VH Varvalho & P Tavares (eds), Business, technological and social dimensions of computer games: multidisciplinary developments. IGI Global, pp. 220-236. https://doi.org/10.4018/978-1-60960-567-4.ch014

APA

Stacey, P., & Nandhakumar, J. (2011). Emotional journeys in game design teams. In M. M. Cruz-Cunha , V. H. Varvalho, & P. Tavares (Eds.), Business, technological and social dimensions of computer games: multidisciplinary developments (pp. 220-236). IGI Global. https://doi.org/10.4018/978-1-60960-567-4.ch014

Vancouver

Stacey P, Nandhakumar J. Emotional journeys in game design teams. In Cruz-Cunha MM, Varvalho VH, Tavares P, editors, Business, technological and social dimensions of computer games: multidisciplinary developments. IGI Global. 2011. p. 220-236 doi: 10.4018/978-1-60960-567-4.ch014

Author

Stacey, P. ; Nandhakumar, J. / Emotional journeys in game design teams. Business, technological and social dimensions of computer games: multidisciplinary developments. editor / Maria Manuela Cruz-Cunha ; Vitor Hugo Varvalho ; Paula Tavares . IGI Global, 2011. pp. 220-236

Bibtex

@inbook{ace02df59a374cb280515976d18259b4,
title = "Emotional journeys in game design teams",
abstract = "There is little research into the emotional dimension of creative industry personnel, such as computer game designers, and how emotions relate to their creative practices and work-related events. Such socioemotional work is the focus of this chapter. There is a practice-centered relevance to this topic too – it is reported that there exists a poor quality of life in many global game studios. Given our deficient knowledge of emotions in computer game development, and the practical resonance of this topic, our key research question is: What emotions, creative practices and work-related events characterize emotional journeys in computer game design teams, and how do these characteristics inter-relate? To explore and answer this research question, we draw on an in-depth field study of a computer games studio in Singapore. The chapter offers a theory of emotion-mediated improvisation as a coping model for the tumultuous emotional journeys that game developers endure.",
author = "P. Stacey and J. Nandhakumar",
year = "2011",
month = may,
doi = "10.4018/978-1-60960-567-4.ch014",
language = "English",
isbn = "9781609605674",
pages = "220--236",
editor = "{Cruz-Cunha }, {Maria Manuela} and Varvalho, {Vitor Hugo } and {Tavares }, {Paula }",
booktitle = "Business, technological and social dimensions of computer games",
publisher = "IGI Global",

}

RIS

TY - CHAP

T1 - Emotional journeys in game design teams

AU - Stacey, P.

AU - Nandhakumar, J.

PY - 2011/5

Y1 - 2011/5

N2 - There is little research into the emotional dimension of creative industry personnel, such as computer game designers, and how emotions relate to their creative practices and work-related events. Such socioemotional work is the focus of this chapter. There is a practice-centered relevance to this topic too – it is reported that there exists a poor quality of life in many global game studios. Given our deficient knowledge of emotions in computer game development, and the practical resonance of this topic, our key research question is: What emotions, creative practices and work-related events characterize emotional journeys in computer game design teams, and how do these characteristics inter-relate? To explore and answer this research question, we draw on an in-depth field study of a computer games studio in Singapore. The chapter offers a theory of emotion-mediated improvisation as a coping model for the tumultuous emotional journeys that game developers endure.

AB - There is little research into the emotional dimension of creative industry personnel, such as computer game designers, and how emotions relate to their creative practices and work-related events. Such socioemotional work is the focus of this chapter. There is a practice-centered relevance to this topic too – it is reported that there exists a poor quality of life in many global game studios. Given our deficient knowledge of emotions in computer game development, and the practical resonance of this topic, our key research question is: What emotions, creative practices and work-related events characterize emotional journeys in computer game design teams, and how do these characteristics inter-relate? To explore and answer this research question, we draw on an in-depth field study of a computer games studio in Singapore. The chapter offers a theory of emotion-mediated improvisation as a coping model for the tumultuous emotional journeys that game developers endure.

U2 - 10.4018/978-1-60960-567-4.ch014

DO - 10.4018/978-1-60960-567-4.ch014

M3 - Chapter

SN - 9781609605674

SP - 220

EP - 236

BT - Business, technological and social dimensions of computer games

A2 - Cruz-Cunha , Maria Manuela

A2 - Varvalho, Vitor Hugo

A2 - Tavares , Paula

PB - IGI Global

ER -