{"title":"电子游戏开发加速器中的痛苦、恢复和参与者体验","authors":"Devon Gidley, Mark Palmer, Amani M. Gharib","doi":"10.1108/joe-07-2022-0023","DOIUrl":null,"url":null,"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.","PeriodicalId":44924,"journal":{"name":"Journal of Organizational Ethnography","volume":null,"pages":null},"PeriodicalIF":0.9000,"publicationDate":"2022-12-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Suffering, recovery and participant experience in a video game development accelerator\",\"authors\":\"Devon Gidley, Mark Palmer, Amani M. Gharib\",\"doi\":\"10.1108/joe-07-2022-0023\",\"DOIUrl\":null,\"url\":null,\"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.\",\"PeriodicalId\":44924,\"journal\":{\"name\":\"Journal of Organizational Ethnography\",\"volume\":null,\"pages\":null},\"PeriodicalIF\":0.9000,\"publicationDate\":\"2022-12-20\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Journal of Organizational Ethnography\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1108/joe-07-2022-0023\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q4\",\"JCRName\":\"MANAGEMENT\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Journal of Organizational Ethnography","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1108/joe-07-2022-0023","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q4","JCRName":"MANAGEMENT","Score":null,"Total":0}
Suffering, recovery and participant experience in a video game development accelerator
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.
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.