The video game industry has rapidly expanded over the last four decades; yet there is limited research about the workers who make video games. In examining these workers, this article responds to calls for renewed attention to the role of the occupation in understanding project-based workers in boundaryless careers. Specifically, this article uses secondary analysis of online sources to demonstrate that video game developers can be understood as a unique social group called an occupational community (OC). Once this classification has been made, the concept of OC can be used in future research to understand video game workers in terms of identity formation, competency development, career advancement and support, collective action, as well as...
Inside the Video Game Industry offers a provocative look into one of today\u27s most dynamic and cre...
Purpose: the aim of this paper is to present qualitative research with higher education games design...
Globalization and technical change have had a significant impact on work in the cultural industries....
The video game industry has rapidly expanded over the last four decades; yet there is limited resear...
This paper examines the propensity of video game developers to engage in collective action as a resp...
This paper examines the propensity of video game developers to engage in collective action as a resp...
Extant literature reveals the extreme and exploitative nature of work in the experiences of digital ...
This chapter examines the recruitment, work and identity of community managers in online games. Comm...
Firms manufacturing video games and player communities enjoying the games are closely related, not o...
The video games industry relies on crunch - overworking the developers, usually towards the end of t...
This paper focuses on occupational segregation within the games industry in terms of gender role id...
This article explores the concept of occupational community in an attempt to discover whether it pro...
Since game developers are skilled knowledge workers in project-based environments, it is assumed tha...
The video game industry is a billion dollar industry with an ever-growing fan base. Massachusetts, a...
This study examines the social organization of Gaiscíoch, a large online gaming community that exist...
Inside the Video Game Industry offers a provocative look into one of today\u27s most dynamic and cre...
Purpose: the aim of this paper is to present qualitative research with higher education games design...
Globalization and technical change have had a significant impact on work in the cultural industries....
The video game industry has rapidly expanded over the last four decades; yet there is limited resear...
This paper examines the propensity of video game developers to engage in collective action as a resp...
This paper examines the propensity of video game developers to engage in collective action as a resp...
Extant literature reveals the extreme and exploitative nature of work in the experiences of digital ...
This chapter examines the recruitment, work and identity of community managers in online games. Comm...
Firms manufacturing video games and player communities enjoying the games are closely related, not o...
The video games industry relies on crunch - overworking the developers, usually towards the end of t...
This paper focuses on occupational segregation within the games industry in terms of gender role id...
This article explores the concept of occupational community in an attempt to discover whether it pro...
Since game developers are skilled knowledge workers in project-based environments, it is assumed tha...
The video game industry is a billion dollar industry with an ever-growing fan base. Massachusetts, a...
This study examines the social organization of Gaiscíoch, a large online gaming community that exist...
Inside the Video Game Industry offers a provocative look into one of today\u27s most dynamic and cre...
Purpose: the aim of this paper is to present qualitative research with higher education games design...
Globalization and technical change have had a significant impact on work in the cultural industries....