The impact of video game prototyping in an accelerator as viewed via spatial, temporal, and product scales

IF 0.5 Q4 BUSINESS
Devon Gidley, Mark Palmer
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引用次数: 2

Abstract

Objective of the study: We seek to understand two aspects of a business accelerator: first, how an accelerator influences early product development, and second, how an accelerator impacts participants during and after acceleration.Methodology/approach: We conducted an ethnography of a rapid prototyping program in video game development. Methods included 810 hours of participant observation, 58 interviews, and hundreds of analyzed material artifacts.Originality/Relevance: We add insight into the impact and outcomes of an accelerator program across multiple scales: spatial, temporal, and product. Our study is one of the first to examine a formal video game development accelerator.Main Results: Accelerator participants created 42 prototype games, two companies received additional funding, but no games were released within one year of the program. Product scales changed over time from expectations, to prototypes, to final games. The spatial-temporal scale of the accelerator was open to interpretation. Participants and observers held two main spatial-temporal perspectives (present-local and future-global) that changed over a one year time period.Theoretical/methodological contributions: First, we conceptualize an accelerator as a dual competitive place where participants and observers engage in dueling and evolving spatial-temporal perspectives over time. Second, we develop the concept of an accelerated digital product scale to explain the process of evolvement from an accelerator product to a potential final product.Social/Management contributions: We conclude the impact of an accelerator is more complex than the structure or the output. The accelerator may rapidly generate ideas or prototypes, but this does not guarantee a quicker final product release. 
从空间、时间和产品尺度来看,电子游戏原型在加速器中的影响
研究目的:我们试图了解商业加速器的两个方面:第一,加速器如何影响早期产品开发,第二,加速器如何在加速期间和加速后影响参与者。方法论/方法:我们对电子游戏开发中的快速原型程序进行了民族志研究。方法包括810小时的参与者观察、58次访谈和数百个分析的材料伪像。独创性/相关性:我们在多个尺度上深入了解加速器计划的影响和结果:空间、时间和产品。我们的研究是第一批考察正式电子游戏开发加速器的研究之一。主要结果:加速器参与者创建了42款原型游戏,两家公司获得了额外的资金,但在项目一年内没有游戏发布。产品规模随着时间的推移而变化,从预期到原型,再到最终游戏。加速器的时空尺度是可以解释的。与会者和观察员持有两种主要的时空视角(当前的局部视角和未来的全球视角),这两种视角在一年的时间内发生了变化。理论/方法论贡献:首先,我们将加速器概念化为一个双重竞争的地方,参与者和观察者在这里进行决斗,并随着时间的推移不断演变时空视角。其次,我们提出了加速数字产品规模的概念,以解释从加速产品到潜在最终产品的演变过程。社会/管理贡献:我们得出结论,加速器的影响比结构或产出更复杂。加速器可能会快速产生想法或原型,但这并不能保证更快的最终产品发布。
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