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PlayStations and workstations: identifying and negotiating digital games work

机译:PlayStation和工作站:识别和协商数字游戏的工作

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Purpose - The aim of this paper is to present qualitative research with higher education games design students to explore situated understandings of work and the negotiation of "work" and "non-work" boundaries. Design/methodology/approach - Situated understandings of work are examined through interviews and focus groups with games design students in the UK and contextualised with interviews with games industry professionals and attendance at industry careers events. The theoretical approach of "occupational devotion" is used to explore work practices and motivations, and "technological action" is then used to draw out the significance of relations with games technologies in this negotiation. Findings - The main finding concerns the continued significance of a fixed field of "work" for students intending to progress from education into "work". The importance of "work" was identified in how students positioned themselves (occupational devotion) and engaged with games technologies (technological action). This is contrasted with the emphasis on co-creative relations and broadbrush assertions of blurring boundaries between work and non-work. Research limitations/implications - A larger sample of students that ranged across different digital gaming disciplines within higher education (programming; art) would add breadth and further perspectives. Further research would connect student perceptions of the games industry, from attending events such as careers fairs, and the industry promotional discourses and representational strategies. A longitudinal study would be valuable for tracing changes in recruitment strategies and industry and education intersections. Practical implications - The paper provides insights into how higher education students engage with the games industry and articulates their personal development and employability attributes. Originality/value - This paper makes a case for research with students as a means to explore boundaries of "work" and "non-work". It questions the blurring of "work" and "non-work", and provides conceptual pointers, combined with empirical research, that indicate the continued purchase of fixed notions of "work" for workers-in-the-making. This is relevant for scholarly research into the sociology of work, higher education pedagogy, and industry-education relations.
机译:目的-本文的目的是对高等教育游戏设计专业的学生进行定性研究,以探索对工作的情境理解以及对“工作”与“非工作”界限的协商。设计/方法论/方法-通过对英国游戏设计专业学生的访谈和焦点小组调查来了解对工作的了解,并通过与游戏行业专业人士的访谈和参加行业职业活动来进行情境化。使用“职业投入”的理论方法探索工作实践和动机,然后使用“技术行动”得出与游戏技术之间关系的重要性。调查结果-主要调查结果涉及固定的“工作”领域对打算从教育过渡到“工作”的学生的持续意义。 “工作”的重要性在学生如何定位自己(职业投入)和参与游戏技术(技术动作)中得到了确认。这与强调共同创造的关系和模糊工作与非工作之间的界限的广泛断言形成对照。研究的局限性/含义-高等教育(程序设计;艺术)中涉及不同数字游戏学科的大量学生样本将增加广度和进一步的视野。进一步的研究将通过参加诸如职业博览会,行业促销话语和代表性策略之类的活动,将学生对游戏行业的看法联系起来。纵向研究对于追踪招聘策略以及行业和教育交叉点的变化将是有价值的。实际意义-本文提供了有关高等教育学生如何与游戏产业互动并阐明其个人发展和就业能力的见解。原创性/价值-本文以学生为研究对象,探讨“工作”与“非工作”的界限。它质疑“工作”和“非工作”的模糊,并提供概念性指示,并结合实证研究表明,正在为在职工人继续购买固定的“工作”概念。这与对工作社会学,高等教育教学法和产业教育关系的学术研究有关。

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