Suffering, recovery and participant experience in a video game development accelerator

IF 0.9 Q4 MANAGEMENT
Devon Gidley, Mark Palmer, Amani M. Gharib
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引用次数: 0

Abstract

PurposeThe authors aimed to explore how involvement in a creative development accelerator impacted participants. In particular, the authors considered the role of suffering in the acceleration process.Design/methodology/approachThe authors conducted an ethnography of a rapid prototyping program in video game development. Data collection included participant observation (162 h before, 186 during and 463 h after the main prototyping), interviews (23 formal and 35 informal) and artifact analysis (presentations, documents, games).FindingsAcceleration led to individual suffering via burnout, lack of sleep, overwork and illness. In turn, participants required varying periods of recovery after participation and diverged in their longer-term reaction to the experience. The authors make two contributions. First, the authors deepen empirical understanding of the embodied impact of participation in an organizational accelerator. Second, the authors develop a theoretical process model of suffering in an accelerator program based on time and initiation.Research limitations/implicationsThis paper focused on a single iteration of a program based out of an incubator in the United Kingdom (UK) Suffering was discovered as part of a larger study of the program.Practical implicationsBusiness and technology accelerators are becoming a popular way to organize work. This research suggests that accelerator structures might lead to unintended and negative participant experiences.Originality/valueThis research challenges the assumption that accelerators always benefit, or at least not hurt, participants. The authors add to the limited attention paid to suffering in organizations. The authors conclude the impact of an accelerator is more complex than usually portrayed.
电子游戏开发加速器中的痛苦、恢复和参与者体验
作者旨在探讨参与创意发展加速器如何影响参与者。作者特别考虑了痛苦在加速过程中的作用。作者对电子游戏开发中的快速原型程序进行了人种志研究。数据收集包括参与者观察(主要原型制作前162小时、中186小时和后463小时)、访谈(23个正式访谈和35个非正式访谈)和工件分析(演示、文件、游戏)。研究发现:加速导致个人遭受倦怠、睡眠不足、过度工作和疾病的折磨。反过来,参与者在参与后需要不同的恢复期,他们对体验的长期反应也不同。作者做出了两个贡献。首先,作者加深了对参与组织加速器的具体影响的实证理解。其次,作者建立了一个基于时间和起始的加速器计划中痛苦的理论过程模型。研究局限/启示本文关注的是基于英国(UK)孵化器的一个项目的单次迭代。实际意义商业和技术加速器正在成为组织工作的一种流行方式。这项研究表明,加速器结构可能会导致意想不到的负面参与者体验。原创性/价值这项研究挑战了加速器总是有利于(至少不会伤害)参与者的假设。作者们增加了对组织中痛苦的有限关注。作者得出结论,加速器的影响比通常描述的要复杂得多。
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来源期刊
CiteScore
1.90
自引率
37.50%
发文量
17
期刊介绍: The Journal of Organizational Ethnography (JOE) has been launched to provide an opportunity for scholars, from all social and management science disciplines, to publish over two issues: -high-quality articles from original ethnographic research that contribute to the current and future development of qualitative intellectual knowledge and understanding of the nature of public and private sector work, organization and management -review articles examining the history and development of the contribution of ethnography to qualitative research in social, organization and management studies -articles examining the intellectual, pedagogical and practical use-value of ethnography in organization and management research, management education and management practice, or which extend, critique or challenge past and current theoretical and empirical knowledge claims within one or more of these areas of interest -articles on ethnographically informed research relating to the concepts of organization and organizing in any other wider social and cultural contexts.
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