2013
DOI: 10.1287/isre.2013.0482
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From Knowing It to “Getting It”: Envisioning Practices in Computer Games Development

Abstract: This is the published version of the paper.This version of the publication may differ from the final published version. Permanent repository link Full terms and conditions of use: http://pubsonline.informs.org/page/terms-and-conditionsThis article may be used only for the purposes of research, teaching, and/or private study. Commercial use or systematic downloading (by robots or other automatic processes) is prohibited without explicit Publisher approval, unless otherwise noted. For more information, contact … Show more

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Cited by 24 publications
(20 citation statements)
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“…The findings corroborate the centrality of affirming creative workers' quest for artistic expression (Eikhof & Haunschild, 2007) and confirm the role of visions to hold various communities of specialists together (e.g., Cohendet & Simon, 2007;Nandhakumar et al, 2013). The paper adds to this literature by illustrating the material and, particularly, visual foundations upon which these exigencies are managed, drawing on the diverse material affordances of artifacts, such as visual briefings or mood boards used by actors to integrate seemingly contradictory requirements.…”
Section: Managing Creative Workers and The Materiality Of Organizingsupporting
confidence: 70%
See 1 more Smart Citation
“…The findings corroborate the centrality of affirming creative workers' quest for artistic expression (Eikhof & Haunschild, 2007) and confirm the role of visions to hold various communities of specialists together (e.g., Cohendet & Simon, 2007;Nandhakumar et al, 2013). The paper adds to this literature by illustrating the material and, particularly, visual foundations upon which these exigencies are managed, drawing on the diverse material affordances of artifacts, such as visual briefings or mood boards used by actors to integrate seemingly contradictory requirements.…”
Section: Managing Creative Workers and The Materiality Of Organizingsupporting
confidence: 70%
“…Particularly, creative production involves both processes of differentiation, whereby creative producers manage sub-products with relative creative autonomy, and integration, whereby sub-products must cohere with a common aesthetic vision (e.g., Nandhakumar, Panourgias, & Scarbrough, 2013).…”
Section: Coordination and Creativitymentioning
confidence: 99%
“…The non-artifact ill-structured boundary objects [17,19] in phase 1 and 2, were open boundary objects whereas the boundary objects in phase 1 were more open than in phase 2 [43]. However, in phase 3, there was a need for some more structured prototyping, moving towards Leigh Star's [19] tailored use within the social worlds of the design process, resulting in the use of more closed, structured boundary objects [19,43,44]. The emergent properties of the boundary objects can therefore be seen as moving from open to closed over time.…”
Section: The Role Of Boundary Objects In Designmentioning
confidence: 99%
“…Open boundary objects can especially be applicable as a concept where non-artifacts are seen as boundary objects [17,19,43]. The distinction made by Ewenstein and Whyte [43] between open and closed boundary objects has grounds in Leigh Star [19] distinctions Bbetween the Bill-structured^use of boundary objects between social worlds and more specific Btailored uses^within those worlds^ [19,44].…”
Section: Introductionmentioning
confidence: 99%
“…Gasson [2005] also identifies the need to adapt boundary objects depending on the specific concerns of designers. The distinction between "closed" and "open" boundary objects is important in supporting design processes [Nandhakumar et al 2013] because they indicate whether boundary objects are amenable to evolution based on the questions they raise rather than on the answers they provide.…”
Section: Boundarymentioning
confidence: 99%