2014
DOI: 10.1016/j.techfore.2013.03.010
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Entanglements of creative agency and digital technology: A sociomaterial study of computer game development

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Cited by 37 publications
(23 citation statements)
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“…Technology skills must be renewed on a regular basis to keep up with these changes (Parmentier & Picq, 2016). There is a dynamic exchange between creativity and technology (Panourgias et al, 2014). Creativity could reference artistic work as well as approaches and processes (Landoni et al, 2020).…”
Section: Literature Reviewmentioning
confidence: 99%
See 1 more Smart Citation
“…Technology skills must be renewed on a regular basis to keep up with these changes (Parmentier & Picq, 2016). There is a dynamic exchange between creativity and technology (Panourgias et al, 2014). Creativity could reference artistic work as well as approaches and processes (Landoni et al, 2020).…”
Section: Literature Reviewmentioning
confidence: 99%
“…Regardless, the environment must foster creativity since it is not possible to directly manage (Landoni et al, 2020; Parmentier & Picq, 2016). Creativity can be influential to innovation, however, Panourgias et al (2014) discusses the mere surprise that comes with the output from the creative process. This makes alignment with organizational goals difficult and requires more of an emergent plan that can iteratively adapt (Panourgias et al, 2014).…”
Section: Literature Reviewmentioning
confidence: 99%
“…Schmalz (2015) briefly mentions it in his dissertation on the history of video game innovation in the 2000s. Panourgias, Nandhakumar, and Scarbrough (2014) write about game design through engines like Unity (without mentioning it specifically); they contend that development requires an interplay between creative intentions and practical restrictions coded into a program. Whitson (2018) goes one step further and argues for the vital role Unity plays in game studios.…”
Section: Unity As a Platform Toolmentioning
confidence: 99%
“…products and related auxiliary services) and demand (e.g. user profiles, market needs) trends; and, iii) a unique combination of creativity, digital technologies and game development practices (see also Panourgias, Nandhakumar & Scarbrough 2014;Sapsed and Tschang, 2014). Evans, Hagiu & Schmalensee (2005) argue that this evolution started in the late 70's with the shift from Atari's Home Pong (1975) -where a single game was hardwired into the console's circuit -to Fairchild's Channel F game console that opened up the market to games stored in interchangeable cartridges.…”
Section: Analysis: the Digital Game Industrymentioning
confidence: 99%