2021
DOI: 10.1177/15554120211005242
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Studying Game Development Cultures

Abstract: By analyzing and contextualizing different aspects of the Finnish game development scene, this article provides concrete examples of why we need cultural studies of game development and how game development cultures can be studied. The article follows a three-layer approach, first exploring some of the historical and political developments that have shaped forms of local game production. Second, a focus is placed on working cultures within the industry and attitudes toward crunch time, work–life balance, and w… Show more

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Cited by 10 publications
(9 citation statements)
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“…The contexts and rules of the real world can be simulated in such games to provide learners with practical scenarios ( Zagal, 2009 ) for practicing decision making and problem-solving ( Hodhod et al, 2011 ). But compared with the rapidly growing number of studies on gaming media or interfaces ( Fu et al, 2022 ) or the gaming industry ( Sotamaa, 2021 ), empirical research efforts on serious games in disciplinary learning, especially the consideration of professional ethics in information ethics education, remain scarce. Previous empirical studies focused mainly on the general ethical issues, contexts, and skills within experience-based field practices such as hospitals ( Lorenzini et al, 2015 ), the software engineering industry ( Xenos and Velli, 2018 ), and citizen ethics ( Hodhod et al, 2011 ; Bagus et al, 2021 ).…”
Section: Serious Games For Information Ethics Educationmentioning
confidence: 99%
“…The contexts and rules of the real world can be simulated in such games to provide learners with practical scenarios ( Zagal, 2009 ) for practicing decision making and problem-solving ( Hodhod et al, 2011 ). But compared with the rapidly growing number of studies on gaming media or interfaces ( Fu et al, 2022 ) or the gaming industry ( Sotamaa, 2021 ), empirical research efforts on serious games in disciplinary learning, especially the consideration of professional ethics in information ethics education, remain scarce. Previous empirical studies focused mainly on the general ethical issues, contexts, and skills within experience-based field practices such as hospitals ( Lorenzini et al, 2015 ), the software engineering industry ( Xenos and Velli, 2018 ), and citizen ethics ( Hodhod et al, 2011 ; Bagus et al, 2021 ).…”
Section: Serious Games For Information Ethics Educationmentioning
confidence: 99%
“…In this paper, we have explored the Finnish game industry ecosystem from the perspective of values and how they contribute to legitimizing and institutionalizing the industry over time. While previous industry-level studies have yielded temporal snapshots (e.g., Keogh, 2019b; Sotamaa, 2021), findings from this study contribute to the current body of knowledge by highlighting the importance of values in developing, sustaining, and transforming local and regional hotspots. This was highlighted in the respondents reinforcing the values and abiding by them even when they switched employers or established new companies.…”
Section: Discussionmentioning
confidence: 64%
“…This has allowed us to investigate how individuals embedded in the context have experienced and made sense of the developments taking place in the industry. We chose to focus on Helsinki specifically as almost every second game development company is located there (Neogames, 2017, 2019) and the historical origins of the Finnish video game industry are also situated in the capital region (e.g., Lappalainen, 2016; Sotamaa, 2021).…”
Section: Methodsmentioning
confidence: 99%
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