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How funny are games?: violent content and studio well-being

Research output: Contribution in Book/Report/Proceedings - With ISBN/ISSNChapter (peer-reviewed)



This chapter focuses on the twin responsibilities of game studios for the social groups they create content for and employ. Through two nascent and ongoing empirical studies we empirically investigate the contextual forces of violent game development and gamework well-being. Our analysis draws on the theory of interpretive schemes (e.g. Bartunek, 1984), which is a structurationist framework that fits well with the themes of violence and well-being. The chapter is organized as follows: key motivations, prior literatures, a theoretical framework, the research approach and methods used. We then present two empirical studies regarding violent game development and gamework well-being; each contains a case study, analysis and conceptualization. These are followed by a synthesized discussion, implications and conclusion.