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How Funny Are Games? Violent Games Content and Studio Well-Being

In: Changing the Rules of the Game

Author

Listed:
  • Patrick Stacey
  • David Thomas
  • Joe Nandhakumar

Abstract

This chapter focuses on the twin responsibilities of game studios for the social groups they create content for and employ. Through two nascent and ongoing studies we investigate the contextual forces of violent game development and gamework well-being. Our analysis of both studies draws on the theory of interpretive schemes (for instance, Bartunek, 1984; Ranson et al., 1980) as an analytical lens (Walsham, 2003), which theorizes about the systems of meaning that people draw on in order to make collective sense of phenomena and conduct. This chapter is organized as follows: first, key motivations, prior literature, a theoretical framework, the research approach and methods used are introduced. We then present two empirical studies regarding violent game development and gamework well-being; each contains a case study, analysis and conceptualization. These sections are followed by a synthesized discussion and conclusion.

Suggested Citation

  • Patrick Stacey & David Thomas & Joe Nandhakumar, 2013. "How Funny Are Games? Violent Games Content and Studio Well-Being," Palgrave Macmillan Books, in: Sabine Hotho & Neil McGregor (ed.), Changing the Rules of the Game, chapter 8, pages 142-165, Palgrave Macmillan.
  • Handle: RePEc:pal:palchp:978-1-137-31841-1_9
    DOI: 10.1057/9781137318411_9
    as

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