PurposeThis paper explores the consequences of researching temporary protest organizations through embodied ethnography, paying attention to how, when and why a researcher takes sides.Design/methodology/approachThe authors employed embodied walking ethnography to study Lyra's Walk, a three-day, 68-mile protest walk held in May 2019 to advocate for peace in Northern Ireland. Data were primarily ethnographic, complemented by an analysis of social media, photos, videos and media coverage.FindingsFirst the authors argue that embodied walking ethnography can provide an inhabited understanding of organizing. The social, physical and emotional experiences of walking encourage researchers to identify more closely with participants and obtain a greater understanding of the phenomena studied. Second, the authors identify that methodological choice can have a greater impact on side-taking than either the conflict setting or organization researched.Research limitations/implicationsThis paper demonstrates the promise and consequences of using embodied walking ethnography to study a mobile organization. It further illustrates the nuances and challenges of conducting ethnography in a temporary protest organization.Originality/valueThe paper makes two contributions. The novel use of embodied walking ethnography to study temporary protest organizations can lead the research to become intertwined with the temporary organization during its process of organizational becoming. With the researcher's body acting as a research tool, their sensations and emotions impact data collection, interpretation and findings.
Institutional work as a concept has evolved and diffused beyond roots in management and organizational studies since it was first defined by Lawrence and Suddaby (2006). A diverse literature and recent criticism call for an extensive review of the field. We conducted a systematic review of 452 peer-reviewed articles in 185 different journals published from March 2006 to December 2019. Semantic analysis revealed changes in topics over time, the rise of institutional maintenance, and a focus on individuals and agency. Using thematic analysis, we inductively categorized the claimed contributions to institutional work as theory combining, actors, contexts, institutional work types, representations, and methodology. The findings led us to develop an integrative conceptual framework for future institutional work study built around setting, motivations, types, and outcomes. We visualized the discourse around institutional work, growth of key themes from early theorizing, and an original process model.
PurposeThis paper develops a new method to study institutions based on institutional work theory. Institutional disruption is intentionally utilized to explore the taken-for-granted foundations of social institutions. The paper outlines the method and considerations.Design/methodology/approachTaking inspiration from ethnomethodological breaches, the paper outlines the steps in the new method called researcher initiated institutional disruption (RIID). The four steps are identifying the institution, identifying the institutional actors, selecting the disruption type and disrupting the institution to gather data (action and reaction). RIID utilizes three types of institutional disruption: undermining assumptions and beliefs, resistance and issue raising.FindingsThe new method complements traditional field methods, such as observation, by showing how a researcher can deliberately make taken-for-granted institutional features visible. The paper finds that RIID offers the opportunity to gather different data, but it is not appropriate for every study and carries potential consequences in the field.Originality/valueThis paper contributes to the literature by outlining an innovative use of theory as method. The approach has not previously been detailed and offers the potential to access previously inaccessible research questions, data and theoretical insights.
PurposeThe authors aimed to explore how involvement in a creative development accelerator impacted participants. In particular, the authors considered the role of suffering in the acceleration process.Design/methodology/approachThe authors conducted an ethnography of a rapid prototyping program in video game development. Data collection included participant observation (162 h before, 186 during and 463 h after the main prototyping), interviews (23 formal and 35 informal) and artifact analysis (presentations, documents, games).FindingsAcceleration led to individual suffering via burnout, lack of sleep, overwork and illness. In turn, participants required varying periods of recovery after participation and diverged in their longer-term reaction to the experience. The authors make two contributions. First, the authors deepen empirical understanding of the embodied impact of participation in an organizational accelerator. Second, the authors develop a theoretical process model of suffering in an accelerator program based on time and initiation.Research limitations/implicationsThis paper focused on a single iteration of a program based out of an incubator in the United Kingdom (UK) Suffering was discovered as part of a larger study of the program.Practical implicationsBusiness and technology accelerators are becoming a popular way to organize work. This research suggests that accelerator structures might lead to unintended and negative participant experiences.Originality/valueThis research challenges the assumption that accelerators always benefit, or at least not hurt, participants. The authors add to the limited attention paid to suffering in organizations. The authors conclude the impact of an accelerator is more complex than usually portrayed.
Objective of the study: We seek to understand two aspects of a business accelerator: first, how an accelerator influences early product development, and second, how an accelerator impacts participants during and after acceleration.Methodology/approach: We conducted an ethnography of a rapid prototyping program in video game development. Methods included 810 hours of participant observation, 58 interviews, and hundreds of analyzed material artifacts.Originality/Relevance: We add insight into the impact and outcomes of an accelerator program across multiple scales: spatial, temporal, and product. Our study is one of the first to examine a formal video game development accelerator.Main Results: Accelerator participants created 42 prototype games, two companies received additional funding, but no games were released within one year of the program. Product scales changed over time from expectations, to prototypes, to final games. The spatial-temporal scale of the accelerator was open to interpretation. Participants and observers held two main spatial-temporal perspectives (present-local and future-global) that changed over a one year time period.Theoretical/methodological contributions: First, we conceptualize an accelerator as a dual competitive place where participants and observers engage in dueling and evolving spatial-temporal perspectives over time. Second, we develop the concept of an accelerated digital product scale to explain the process of evolvement from an accelerator product to a potential final product.Social/Management contributions: We conclude the impact of an accelerator is more complex than the structure or the output. The accelerator may rapidly generate ideas or prototypes, but this does not guarantee a quicker final product release.
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