2022
DOI: 10.1108/joe-07-2022-0023
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Suffering, recovery and participant experience in a video game development accelerator

Abstract: 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, d… Show more

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Cited by 2 publications
(6 citation statements)
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“…Therefore, an important point of caution is to make trade-offs between breadth and depth in data collection (Hammersley & Atkinson, 2007). Because it focused on intimate aspects of the entrepreneurial experience (e.g., suffering), Gidley et al (2022) only collected data on seven ventures. In comparison, Karp (2022), who worked on less sensitive issues (e.g., innovation), broadened her scope to 54 ventures.…”
Section: Recommendations Limitations and Point Of Cautionmentioning
confidence: 99%
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“…Therefore, an important point of caution is to make trade-offs between breadth and depth in data collection (Hammersley & Atkinson, 2007). Because it focused on intimate aspects of the entrepreneurial experience (e.g., suffering), Gidley et al (2022) only collected data on seven ventures. In comparison, Karp (2022), who worked on less sensitive issues (e.g., innovation), broadened her scope to 54 ventures.…”
Section: Recommendations Limitations and Point Of Cautionmentioning
confidence: 99%
“…Additionally, the industry positioning of accelerators often allows for studying industry‐specific ventures sharing similar issues, as Miller et al (2023) did by centering ventures from the agriculture and food industry. Likewise, Gidley et al (2022) selected an accelerator from the digital game industry and uncovered the struggles of entrepreneurs when forced to accelerate the development of game projects that needed a longer development period. Finally, while many of the entrepreneurs Karp studied did not attend physical classes or use physical space, Krishnan et al (2021) collected data at an accelerator which purposefully cultivated in‐person interactions among cohort members.…”
Section: Achieving Accessibility Multivocality and Reflexivity In The...mentioning
confidence: 99%
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