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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)

Published

Standard

How funny are games? violent content and studio well-being. / Stacey, Patrick; Thomas, David.

Changing the rules of the game: economic, management and emerging issues in the computer games industry. ed. / Sabine Hotho; Neil McGregor. Basingstoke : Palgrave, 2013.

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

Harvard

Stacey, P & Thomas, D 2013, How funny are games? violent content and studio well-being. in S Hotho & N McGregor (eds), Changing the rules of the game: economic, management and emerging issues in the computer games industry. Palgrave, Basingstoke.

APA

Stacey, P., & Thomas, D. (2013). How funny are games? violent content and studio well-being. In S. Hotho, & N. McGregor (Eds.), Changing the rules of the game: economic, management and emerging issues in the computer games industry Palgrave.

Vancouver

Stacey P, Thomas D. How funny are games? violent content and studio well-being. In Hotho S, McGregor N, editors, Changing the rules of the game: economic, management and emerging issues in the computer games industry. Basingstoke: Palgrave. 2013

Author

Stacey, Patrick ; Thomas, David. / How funny are games? violent content and studio well-being. Changing the rules of the game: economic, management and emerging issues in the computer games industry. editor / Sabine Hotho ; Neil McGregor. Basingstoke : Palgrave, 2013.

Bibtex

@inbook{203fa837895e468e85219ea25b79f6cb,
title = "How funny are games?: violent content and studio well-being",
abstract = "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. ",
keywords = "well-being, violence, games",
author = "Patrick Stacey and David Thomas",
year = "2013",
language = "English",
isbn = "9780230303539 ",
editor = "Sabine Hotho and Neil McGregor",
booktitle = "Changing the rules of the game",
publisher = "Palgrave",

}

RIS

TY - CHAP

T1 - How funny are games?

T2 - violent content and studio well-being

AU - Stacey, Patrick

AU - Thomas, David

PY - 2013

Y1 - 2013

N2 - 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.

AB - 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.

KW - well-being

KW - violence

KW - games

M3 - Chapter (peer-reviewed)

SN - 9780230303539

BT - Changing the rules of the game

A2 - Hotho, Sabine

A2 - McGregor, Neil

PB - Palgrave

CY - Basingstoke

ER -