posted on 2016-10-17, 10:41authored byPatrick Stacey, Joe Nandhakumar
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.
History
School
Business and Economics
Department
Business
Published in
Business, technological and social dimensions of computer games
Pages
220 - 236
Citation
STACEY, P.K. and NANDHAKUMAR, J., 2011. Emotional journeys in game design teams. IN: Cruz-Cunha, M.M., Costa Carvalho, V.H. and Almeida Tavares, P.C., (eds.) Business, technological and social dimensions of computer games, Hershey PA: IGI Global, pp. 220-236.
Publisher
IGI Global
Version
VoR (Version of Record)
Publisher statement
This work is made available according to the conditions of the Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International (CC BY-NC-ND 4.0) licence. Full details of this licence are available at: https://creativecommons.org/licenses/by-nc-nd/4.0/
Publication date
2011
Notes
This book chapter is made available with kind permission of IGI Global.