2006
DOI: 10.1111/j.1467-8691.2006.00400.x
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Phronesis and Creativity: Knowledge Work in Video Game Development

Abstract: This article presents a study of the knowledge work involved in the development of video games. The success of these games is based on the ability to create a sense of immersion for the gamers. In the case presented here, dedicated gamers were also preferred when hiring personnel to develop the games. Speaking about the know-how of this specific group in terms of phronesis , the detailed and practical understanding of a particular field, enables an understanding of the idiosyncratic competence of this group an… Show more

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Cited by 31 publications
(23 citation statements)
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“…Studies of professional vision and visuality potentially enable a new understanding of a variety of specific fields and industries. Another example is the growing computer game industry where the 'gamer's vision', the ability to instantly evaluate 'what works and what does not' when developing computer games, is a form of professional vision underlying the generation of major income (Jenkins 2006;Zackariasson, Styhre, and Wilson 2006). A combination of theories concerning 'epistemologies of the eye' and 'practices of seeing' may pave the way for new research projects in organization theory.…”
Section: Concluding Discussionmentioning
confidence: 98%
“…Studies of professional vision and visuality potentially enable a new understanding of a variety of specific fields and industries. Another example is the growing computer game industry where the 'gamer's vision', the ability to instantly evaluate 'what works and what does not' when developing computer games, is a form of professional vision underlying the generation of major income (Jenkins 2006;Zackariasson, Styhre, and Wilson 2006). A combination of theories concerning 'epistemologies of the eye' and 'practices of seeing' may pave the way for new research projects in organization theory.…”
Section: Concluding Discussionmentioning
confidence: 98%
“…This type of grabber is consequently both easier to use and more useful if the author has a paper that is based on a "new" phenomenon or surprising idea. An example of such writing practices is the 745 First impression the Wilsonian way statement by Zackariasson et al (2006) that "One of the most dynamic and creative industries today is the video game industry." The sentence awakens questions of wanting to learn more, since readers might ask themselves, "Why is that?"…”
Section: The Surprisementioning
confidence: 99%
“…This learning is conducted very close to real-time and allows the two-sided market to adjust very quickly. This phronetic relationship is very conducive to the natural developmental disposition of the video game industry, which is very creative and innovative (Zackariasson, Styhre, & Wilson, 2006).…”
Section: Co-creation and Product Development Innovationmentioning
confidence: 99%