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From Knowing It to “Getting It”: Envisioning Practices in Computer Games Development

Author

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  • Joe Nandhakumar

    (Warwick Business School, University of Warwick, Coventry, CV4 7AL, United Kingdom)

  • Nikiforos S. Panourgias

    (Warwick Business School, University of Warwick, Coventry, CV4 7AL, United Kingdom)

  • Harry Scarbrough

    (Keele Management School, Keele University, Staffordshire ST5 5BG, United Kingdom)

Abstract

The development of information systems and software applications increasingly needs to deliver culturally rich and affective experiences for user groups. In this paper, we explore how the collaborative practices across different expert groups can enable this experiential dimension of use to be integrated into the development of a software product. In an empirical study of computer games development---an arena in which the novelty and richness of the user experience is central to competitive success---we identify the challenges of conceptualizing and realizing a desired user experience when it cannot be readily specified in an initial design template, nor represented within the expertise of existing groups. Our study develops a theoretical framework to address these challenges. Through this framework, we are able to show how achieving a desired user experience requires developer groups to not only work across the boundaries that arise from specialized expertise, but also across wider fields centred on cultural production and software development, respectively. We find that their ability to do this is supported by distinctive “envisioning practices” that sustain an emerging shared “vision” for each game. The key research contributions that we then make are (a) grounding envisioning practices as a means of theorizing the collaborative practices centred on conceptualizing the user experience; (b) identifying how these practices are interwoven with the “producing practices” of software development, thus enabling collaboration to span expert groups and disparate fields; and (c) theorizing the role of vision as an emerging conceptual boundary object in these practices.

Suggested Citation

  • Joe Nandhakumar & Nikiforos S. Panourgias & Harry Scarbrough, 2013. "From Knowing It to “Getting It”: Envisioning Practices in Computer Games Development," Information Systems Research, INFORMS, vol. 24(4), pages 933-955, December.
  • Handle: RePEc:inm:orisre:v:24:y:2013:i:4:p:933-955
    DOI: 10.1287/isre.2013.0482
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    References listed on IDEAS

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    2. Alexiou, Andreas & Schippers, Michaela & Oshri, Ilan & Angelopoulos, Spyros, 2020. "Narrative and aesthetics as antecedents of perceived learning in Serious Games," Other publications TiSEM 03549db3-5fe8-4b62-bd1c-6, Tilburg University, School of Economics and Management.
    3. Endrissat, Nada & Islam, Gazi & Noppeney, Claus, 2016. "Visual organizing: Balancing coordination and creative freedom via mood boards," Journal of Business Research, Elsevier, vol. 69(7), pages 2353-2362.

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