Serveur d'exploration Épistémè

Attention, ce site est en cours de développement !
Attention, site généré par des moyens informatiques à partir de corpus bruts.
Les informations ne sont donc pas validées.

Phronesis and Creativity: Knowledge Work in Video Game Development

Identifieur interne : 000D52 ( Main/Merge ); précédent : 000D51; suivant : 000D53

Phronesis and Creativity: Knowledge Work in Video Game Development

Auteurs : Peter Zackariasson [Suède] ; Alexander Styhre [Suède] ; Timothy L. Wilson [Suède]

Source :

RBID : ISTEX:E25BB43DDFF349A3D84FA0F4C9224FEA02362787

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 and its importance for the development process. The video game development process is also structured to enable an open‐ended process under the continuous influence of the gamers. The article concludes that innovative and creative work needs to be able to exploit a variety of competencies and that the notion of phronesis has to date been relatively under‐theorized and therefore deserves more detailed attention.

Url:
DOI: 10.1111/j.1467-8691.2006.00400.x

Links toward previous steps (curation, corpus...)


Links to Exploration step

ISTEX:E25BB43DDFF349A3D84FA0F4C9224FEA02362787

Le document en format XML

<record>
<TEI wicri:istexFullTextTei="biblStruct">
<teiHeader>
<fileDesc>
<titleStmt>
<title xml:lang="en">Phronesis and Creativity: Knowledge Work in Video Game Development</title>
<author>
<name sortKey="Zackariasson, Peter" sort="Zackariasson, Peter" uniqKey="Zackariasson P" first="Peter" last="Zackariasson">Peter Zackariasson</name>
</author>
<author>
<name sortKey="Styhre, Alexander" sort="Styhre, Alexander" uniqKey="Styhre A" first="Alexander" last="Styhre">Alexander Styhre</name>
</author>
<author>
<name sortKey="Wilson, Timothy L" sort="Wilson, Timothy L" uniqKey="Wilson T" first="Timothy L." last="Wilson">Timothy L. Wilson</name>
</author>
</titleStmt>
<publicationStmt>
<idno type="wicri:source">ISTEX</idno>
<idno type="RBID">ISTEX:E25BB43DDFF349A3D84FA0F4C9224FEA02362787</idno>
<date when="2006" year="2006">2006</date>
<idno type="doi">10.1111/j.1467-8691.2006.00400.x</idno>
<idno type="url">https://api.istex.fr/document/E25BB43DDFF349A3D84FA0F4C9224FEA02362787/fulltext/pdf</idno>
<idno type="wicri:Area/Istex/Corpus">000423</idno>
<idno type="wicri:explorRef" wicri:stream="Istex" wicri:step="Corpus" wicri:corpus="ISTEX">000423</idno>
<idno type="wicri:Area/Istex/Curation">000423</idno>
<idno type="wicri:Area/Istex/Checkpoint">000A98</idno>
<idno type="wicri:explorRef" wicri:stream="Istex" wicri:step="Checkpoint">000A98</idno>
<idno type="wicri:doubleKey">0963-1690:2006:Zackariasson P:phronesis:and:creativity</idno>
<idno type="wicri:Area/Main/Merge">000D52</idno>
</publicationStmt>
<sourceDesc>
<biblStruct>
<analytic>
<title level="a" type="main" xml:lang="en">Phronesis and Creativity: Knowledge Work in Video Game Development</title>
<author>
<name sortKey="Zackariasson, Peter" sort="Zackariasson, Peter" uniqKey="Zackariasson P" first="Peter" last="Zackariasson">Peter Zackariasson</name>
<affiliation wicri:level="1">
<country wicri:rule="url">Suède</country>
<wicri:regionArea>Umeå Business School, Umeå</wicri:regionArea>
<wicri:noRegion>Umeå</wicri:noRegion>
</affiliation>
</author>
<author>
<name sortKey="Styhre, Alexander" sort="Styhre, Alexander" uniqKey="Styhre A" first="Alexander" last="Styhre">Alexander Styhre</name>
<affiliation wicri:level="1">
<country wicri:rule="url">Suède</country>
<wicri:regionArea>Department of Technology Management, Chalmers University of Technology, Gothenburg</wicri:regionArea>
<wicri:noRegion>Gothenburg</wicri:noRegion>
</affiliation>
</author>
<author>
<name sortKey="Wilson, Timothy L" sort="Wilson, Timothy L" uniqKey="Wilson T" first="Timothy L." last="Wilson">Timothy L. Wilson</name>
<affiliation wicri:level="1">
<country wicri:rule="url">Suède</country>
<wicri:regionArea>Umeå Business School, Umeå</wicri:regionArea>
<wicri:noRegion>Umeå</wicri:noRegion>
</affiliation>
</author>
</analytic>
<monogr></monogr>
<series>
<title level="j">Creativity and Innovation Management</title>
<idno type="ISSN">0963-1690</idno>
<idno type="eISSN">1467-8691</idno>
<imprint>
<publisher>Blackwell Publishing Ltd</publisher>
<pubPlace>Oxford, UK</pubPlace>
<date type="published" when="2006-12">2006-12</date>
<biblScope unit="volume">15</biblScope>
<biblScope unit="issue">4</biblScope>
<biblScope unit="page" from="419">419</biblScope>
<biblScope unit="page" to="429">429</biblScope>
</imprint>
<idno type="ISSN">0963-1690</idno>
</series>
<idno type="istex">E25BB43DDFF349A3D84FA0F4C9224FEA02362787</idno>
<idno type="DOI">10.1111/j.1467-8691.2006.00400.x</idno>
<idno type="ArticleID">CAIM400</idno>
</biblStruct>
</sourceDesc>
<seriesStmt>
<idno type="ISSN">0963-1690</idno>
</seriesStmt>
</fileDesc>
<profileDesc>
<textClass></textClass>
<langUsage>
<language ident="en">en</language>
</langUsage>
</profileDesc>
</teiHeader>
<front>
<div type="abstract" xml:lang="en">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 and its importance for the development process. The video game development process is also structured to enable an open‐ended process under the continuous influence of the gamers. The article concludes that innovative and creative work needs to be able to exploit a variety of competencies and that the notion of phronesis has to date been relatively under‐theorized and therefore deserves more detailed attention.</div>
</front>
</TEI>
</record>

Pour manipuler ce document sous Unix (Dilib)

EXPLOR_STEP=$WICRI_ROOT/Ticri/CIDE/explor/EpistemeV1/Data/Main/Merge
HfdSelect -h $EXPLOR_STEP/biblio.hfd -nk 000D52 | SxmlIndent | more

Ou

HfdSelect -h $EXPLOR_AREA/Data/Main/Merge/biblio.hfd -nk 000D52 | SxmlIndent | more

Pour mettre un lien sur cette page dans le réseau Wicri

{{Explor lien
   |wiki=    Ticri/CIDE
   |area=    EpistemeV1
   |flux=    Main
   |étape=   Merge
   |type=    RBID
   |clé=     ISTEX:E25BB43DDFF349A3D84FA0F4C9224FEA02362787
   |texte=   Phronesis and Creativity: Knowledge Work in Video Game Development
}}

Wicri

This area was generated with Dilib version V0.6.31.
Data generation: Wed Nov 1 16:34:12 2017. Site generation: Sun Mar 10 15:11:59 2024