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DIGITAL GAMING: ORGANIZING FOR SUSTAINABLE INNOVATION

机译:数字游戏:组织可持续创新

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Digital gaming has caught the attention of the management world because of its amazing growth rate-the largest massively multiplayer online games, running 24 hours a day, now have millions of subscribers, and host hundreds of thousands of players simultaneously-and perhaps because of its 'sexy' subject matter. But digital gaming also offers one of the most extreme examples of the need for continuous and rapid IT innovation. Games must constantly innovate to preserve the long-term interest of paying, voluntary players that seek a vibrant community and a compelling experience. In this paper, we discuss digital gaming as an example of 'experiential' IT (Rosenbloom, 2003) that likely will have applications beyond today's gaming industry. We outline a research agenda around the question of how digital games are able to change in order to stay alive and vibrant over the long term-how do the relevant social groups organize themselves for sustainable innovation? We propose a theoretical approach based on sociotechnical change theory. A sociotechnical change approach attempts to unpack the amazing amount'of social and technological diversity associated with digital gaming, in a way that will move the research literature beyond a discussion of 'technological features' on one hand, and the 'impacts' of games on the other.
机译:数字游戏以其惊人的增长率吸引了管理界的关注-最大的大型多人在线游戏一天24小时不间断运行,如今拥有数百万的订户,同时可容纳数十万玩家-也许是因为其“性感”主题。但是,数字游戏也提供了持续不断的IT创新需求的最极端的例子之一。游戏必须不断创新,以维护寻求活跃社区和引人入胜体验的付费自愿玩家的长期利益。在本文中,我们将数字游戏作为“体验式” IT的示例进行讨论(Rosenbloom,2003年),它可能会在当今的游戏行业之外应用。我们概述了一项研究议程,围绕数字游戏如何改变以长期保持活力和活力这一问题进行讨论,相关社会团体如何组织自身以实现可持续创新?我们提出了一种基于社会技术变革理论的理论方法。一种社会技术变革方法试图释放与数字游戏相关的惊人数量的社会和技术多样性,其方式将使研究文献从一方面超越对“技术特征”的讨论,而不再局限于游戏的“影响”。另一个。

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