There is little research into the emotional dimension of creative industry personnel, such as computer game designers, and how emotions relate to their creative practices and work-related events. Such socioemotional work is the focus of this chapter. There is a practice-centered relevance to this topic too – it is reported that there exists a poor quality of life in many global game studios. Given our deficient knowledge of emotions in computer game development, and the practical resonance of this topic, our key research question is: What emotions, creative practices and work-related events characterize emotional journeys in computer game design teams, and how do these characteristics inter-relate? To explore and answer this research qu...
By exploring emotions at play in video game experiences, we sought to analyze how people interact wi...
AbstractDigital technology, with its distinctive characteristics that result from the fundamental pr...
This article represents the author’s preliminary research into an area of creative practice that he ...
There is little research into the emotional dimension of creative industry personnel, such as comput...
There is little research into the emotional dimension of creative industry personnel, such as comput...
The aim of this thesis is to make a contribution to practice and knowledge regarding the nature and ...
Emotionally impactful game experiences have garnered increasing interest within HCI games research. ...
Emotionally impactful game experiences have garnered increasing interest within HCI games research. ...
This paper presents a game design experience in primary schools, with children creating game design ...
This paper presents an ethnographically-informed study of the practices at a game company that devel...
The purpose of this strategy of inquiry is to understand how emotions influence gameplay and to revi...
In my teaching and software development practice, I realized that most applications with human-compu...
For the past 10 years, lack of emotion in video games has been a staple topic of discussion among ga...
For the past 10 years, lack of emotion in video games has been a staple topic of discussion among ga...
This paper presents an ethnographically-informed study of the practices at a game company that devel...
By exploring emotions at play in video game experiences, we sought to analyze how people interact wi...
AbstractDigital technology, with its distinctive characteristics that result from the fundamental pr...
This article represents the author’s preliminary research into an area of creative practice that he ...
There is little research into the emotional dimension of creative industry personnel, such as comput...
There is little research into the emotional dimension of creative industry personnel, such as comput...
The aim of this thesis is to make a contribution to practice and knowledge regarding the nature and ...
Emotionally impactful game experiences have garnered increasing interest within HCI games research. ...
Emotionally impactful game experiences have garnered increasing interest within HCI games research. ...
This paper presents a game design experience in primary schools, with children creating game design ...
This paper presents an ethnographically-informed study of the practices at a game company that devel...
The purpose of this strategy of inquiry is to understand how emotions influence gameplay and to revi...
In my teaching and software development practice, I realized that most applications with human-compu...
For the past 10 years, lack of emotion in video games has been a staple topic of discussion among ga...
For the past 10 years, lack of emotion in video games has been a staple topic of discussion among ga...
This paper presents an ethnographically-informed study of the practices at a game company that devel...
By exploring emotions at play in video game experiences, we sought to analyze how people interact wi...
AbstractDigital technology, with its distinctive characteristics that result from the fundamental pr...
This article represents the author’s preliminary research into an area of creative practice that he ...