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Collaboration in serious game development: a case study
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Source Future Play archive
Proceedings of the 2008 Conference on Future Play: Research, Play, Share table of contents
Toronto, Ontario, Canada
SESSION: Educational games, game-based learning table of contents
Pages 49-56  
Year of Publication: 2008
ISBN:978-1-60558-218-4
Authors
Minh Quang Tran  Carleton University, Ottawa, Ontario, Canada
Robert Biddle  Carleton University, Ottawa, Ontario, Canada
Publisher
ACM  New York, NY, USA
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ABSTRACT

This paper presents an ethnographic study of the development practices at a small but successful company that develops serious games for industry training. We concentrated on the day-to-day collaboration of the studio team responsible for the game content and software, and used qualitative research methods, including field observations, contextual interviews and conversation analysis. This paper reports our findings, emphasizing a holistic perspective encompassing social and technical factors influencing collaboration in serious game development. In particular, we report on how co-location and a positive social environment work together with the technical tools and infrastructure to provide an environment that facilitates full participation of professionals with differing disciplinary perspectives, and contributes to iterative development and refinement of the game.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

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Elliott, Mark. (2007) Stigmergic Collaboration: A Theoretical Framework for Mass Collaboration. (Ph.D. Dissertation, Centre for Ideas, Victorian College of the Arts, University of Melbourne).
 
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Keil-Slawik, R. (1992). Artefacts in Software Design. In C. Floyd, H. Zullighoven, R. Budde, R. Keil-Slawik (Eds.), Software Development and Reality Construction (pp. 168--188). New Collaboration in Game Development 116 York, NY: Springer-Verlag.
 
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Chamberlain, S., Sharp, H. & Maiden, N. (2006). Towards a Framework for Integrating Agile Development and User-Centered Design. In P. Abrahamsson, M. Marchesi, and G. Succi (Eds.): XP 2006, LNCS 4044 (pp. 143--153). Berlin: Springer-Verlag.
 
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Adobe {Flash}. (2008). http://www.adobe.com/products/flash/
 
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Morrow, S. L., & Smith, M. L. (1995). Constructions of survival and coping by women who have survived childhood sexual abuse. Journal of Counseling Psychology, 42, 24--33.
 
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Creswell, J. W. (1998). Qualitative Inquiry and Research Design Choosing Among Five Traditions. Thousand Oaks, CA: Sage Publications.
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Collaborative Colleagues:
Minh Quang Tran: colleagues
Robert Biddle: colleagues