Computer games and organizations are becoming increasingly interwoven in the 21st century. Sophisticated computer games connected by networks are turning into spaces for organizing. Therefore, it may not be surprising that conventional organizations are now scrounging these games for novel ways to enhance efficiency. The result is the formation of game/organization hybrids; uneasy recontextualizations of partly incompatible ideas, values and practices. We begin this essay by elucidating what it is socially that makes something a game by exploring the notion’s anthropological foundations. We then introduce two examples of actual game/organization hybrids; raiding in computer games and gamification in formal organizations. We conclude by disc...
This article constructs a new framework for the study of games as sites of social rationalization, a...
As a result of its unique characteristics as a technology and a medium, a computer game engages its ...
Accounts of video game play developed from an ethnomethodological and conversation analytic perspect...
Computer games and organizations are becoming increasingly interwoven in the 21st century. Sophistic...
Computer games and organizations are becoming increasingly interwoven in the 21st century. Sophistic...
There is an increasing interest in computer games as a source of insight and inspiration for organiz...
Online Gaming and Playful Organization explores the cultural impact of gaming on organizations. Whil...
The information age has, under our noses, become the gaming age. It appears likely that gaming and i...
In this chapter we have introduced research in, on, and using games to non-game researchers. Gaming ...
Numerous organizations have embarked on playful endeavors such as serious gaming (playing games with...
This article studies the player as a hybrid: a particular compound version of subjectivity that emer...
Numerous organizations have embarked on playful endeavors such as serious gaming (playing games with...
The importance of play in organisation The role of play as a `social innovation ' is attracting...
This paper outlines a case study in which ethnomethodological principles are applied to the social p...
This essay draws on a number of recent research projects that record and analyze video game play. Th...
This article constructs a new framework for the study of games as sites of social rationalization, a...
As a result of its unique characteristics as a technology and a medium, a computer game engages its ...
Accounts of video game play developed from an ethnomethodological and conversation analytic perspect...
Computer games and organizations are becoming increasingly interwoven in the 21st century. Sophistic...
Computer games and organizations are becoming increasingly interwoven in the 21st century. Sophistic...
There is an increasing interest in computer games as a source of insight and inspiration for organiz...
Online Gaming and Playful Organization explores the cultural impact of gaming on organizations. Whil...
The information age has, under our noses, become the gaming age. It appears likely that gaming and i...
In this chapter we have introduced research in, on, and using games to non-game researchers. Gaming ...
Numerous organizations have embarked on playful endeavors such as serious gaming (playing games with...
This article studies the player as a hybrid: a particular compound version of subjectivity that emer...
Numerous organizations have embarked on playful endeavors such as serious gaming (playing games with...
The importance of play in organisation The role of play as a `social innovation ' is attracting...
This paper outlines a case study in which ethnomethodological principles are applied to the social p...
This essay draws on a number of recent research projects that record and analyze video game play. Th...
This article constructs a new framework for the study of games as sites of social rationalization, a...
As a result of its unique characteristics as a technology and a medium, a computer game engages its ...
Accounts of video game play developed from an ethnomethodological and conversation analytic perspect...