Research output: Contribution in Book/Report/Proceedings - With ISBN/ISSN › Chapter
Research output: Contribution in Book/Report/Proceedings - With ISBN/ISSN › Chapter
}
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 -