Despite this form of company organization being proposed in the videogame industry where collaboration is encouraged and developers are granted more autonomy, their work continues to be unrecognized by superiors.
Horizontal organization
Sony's unreleased handheld console video gaming system at the time of O'Donnell's arrival at a game design studio
Playstation Portable (PSP)
An important part of the game design process in writing and speech, sometimes a form of critique, mostly in non-academic vernacular
The rant
Socially mandatory overtime
Crunch
Lets workers experiment with systems they both work within and create
Interactivity
The work of game designers being considered less work and more play, but also coming with the disadvantages of low wages and long work weeks are characteristics of this phenomenon.
“Brave New World of Work”?
A medium sized, independent game development studio employing roughly 75 employees, a mixture of artists, engineers, designers, various managers, and support staff.
Vicarious Visions (VV)
Rant genre writing is used in the boss fight sections of the chapter to relate to developers
Constructive feedback
This section is meant to encourage readers to remember how they can apply what they are reading with real life experiences
Demo mode
This between people suffers when technical, conceptual, and social systems are undermined
Creative collaboration
This American Internet company was a game engine developer and virtual world architect that created tools for users to generate content in virtual worlds. They are an example of the intersection of engineering, business, and game development.
Linden Lab
This game was deemed likely to be unsuccessful and the project was shut down after Activision, Inc. bought the company that created it
Asylum
Many interpreted this person's harsh criticism to mean he was unhappy with the industry as a whole while developers saw it as a sign of respect
Yahtzee
This book is set up like a particular NES game to reference different gaming cultures
Super Mario Bros
These 3 things play a big role in creative collaborative practice in the new economy
Laws, technologies, and workplace cultures
The ability and necessity of being able to play with and get at underlying systems-technical, conceptual, and social. When access to these underlying systems is undermined this is undermined as well.
Core of Creative Collaborative Practice
In comparison to World of Warcraft, the avatar has no “level” and there are no rewards for the player except for the currency or pleasure of creating something in the virtual space.
Second Life
EA was showing their employees wonderful promises that were never fulfilled, and their employees were being over worked every week. This person cause a massive ripple in the industry.
EA_Spouse
Part technology, part mindset, part tedium, and part intuition. The way to switch functions and move levels
The debugging process
These people come into play when trying to censor and penalize companies for violent or harmful content
Policymakers and lawyers
The three categories of literature that Developer’s Dilemma draws from
Studies of work practice and science and technology production; media studies and game studies; and studies of globalization and the new economy
World of Warcraft manages the player's relationship with the underlying system of the game and creates goals and feedback looks with which they interact through this
Game mechanics
He was fed up with how the Game Industry was rapidly changing its structure. He did this at the GDC which is regarded to be highly important to the Game Industry
Costikyan's "Rant Heard 'round the World"
How to emphasize the importance of paying attention within games reflects rigidly in and outside of games on people or otherwise
Actor-intra/internetwork
These two things become intertwined and can lead to either more effort and creativity or destructive work practices
Work and work/play