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Proceedings of the 38th Annual Hawaii International Conference on System Sciences (HICSS'05) - Track 8
Big Island, Hawaii
January 03-January 06
ISBN: 0-7695-2268-8
Patrick Stacey, University of Bath, UK
Joe Nandhakumar, University of Bath, UK
The online gaming world is growing voraciously and so too is the wider market for computer games which now exceeds the annual global revenues of cinema. Even so, we have only a limited scholarly understanding of how games studios produce games. Games projects require particular attention because their context is unique. We aim to elucidate the games development process from a time perspective and suggest ways of managing it. We argue that a games project is characterised by a compound of temporal rhythms that emanate from the individual, team, company, industry, nation, inter-nation and marketplace levels. Project managers need to take account of these 'inner' and 'outer' temporal rhythms since they can affect development culture and project chronology.
Citation:
Patrick Stacey, Joe Nandhakumar, "Managing Projects in a Games Factory: Temporality and Practices," hicss, vol. 8, pp.234a, Proceedings of the 38th Annual Hawaii International Conference on System Sciences (HICSS'05) - Track 8, 2005
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