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Idea Creation, Constructivism and Evolution as Key Characteristics in the Videogame Artifact Design Process

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  • Ted Tschang, F.
  • Szczypula, Janusz

Abstract

We provide a broad characterization of how videogame design results from individuals' creative actions. Relying on qualitative data from a variety of sources including our own interviews and ethnographic work, and, a sourcebook on videogames, we are assured of the existence of three facets of creativity-based game design: idea creation, constructivism and evolution. The implications of a creativity-based framework for design are that game design features might result from conventionally known creative processes such as insight or inspiration, or from the form of creativity that 'blends' disparate concepts together in novel ways by adapting, adding or combining them. This latter form is what we term 'constructivism' or 'constructivist thinking' - something which increasingly digital or content-driven products (i.e., virtual) that are freeform in nature could require. A constructivist approach to game design suggests that games can be seen to be comprised of features from past games and other media or products, and thus as a consequence, the heritage of products are quite straightforward to discern. Furthermore, evolutionary processes can now be viewed as the outcome of these constructivist and idea creation mechanisms.

Suggested Citation

  • Ted Tschang, F. & Szczypula, Janusz, 2006. "Idea Creation, Constructivism and Evolution as Key Characteristics in the Videogame Artifact Design Process," European Management Journal, Elsevier, vol. 24(4), pages 270-287, August.
  • Handle: RePEc:eee:eurman:v:24:y:2006:i:4:p:270-287
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    Cited by:

    1. Panourgias, Nikiforos S. & Nandhakumar, Joe & Scarbrough, Harry, 2014. "Entanglements of creative agency and digital technology: A sociomaterial study of computer game development," Technological Forecasting and Social Change, Elsevier, vol. 83(C), pages 111-126.
    2. Simon, Fanny & Tellier, Albéric, 2011. "How do actors shape social networks during the process of new product development?," European Management Journal, Elsevier, vol. 29(5), pages 414-430.
    3. Joe Nandhakumar & Nikiforos S. Panourgias & Harry Scarbrough, 2013. "From Knowing It to “Getting It”: Envisioning Practices in Computer Games Development," Information Systems Research, INFORMS, vol. 24(4), pages 933-955, December.
    4. Sapsed, Jonathan & Tschang, Feichin Ted, 2014. "Art is long, innovation is short: Lessons from the Renaissance and the digital age," Technological Forecasting and Social Change, Elsevier, vol. 83(C), pages 127-141.
    5. Patrycja Klimas & Wojciech Czakon, 2022. "Gaming innovation ecosystem: actors, roles and co-innovation processes," Review of Managerial Science, Springer, vol. 16(7), pages 2213-2259, October.
    6. Kummitha, Rama Krishna Reddy, 2020. "Why distance matters: The relatedness between technology development and its appropriation in smart cities," Technological Forecasting and Social Change, Elsevier, vol. 157(C).
    7. Fanny Simon & Albéric Tellier, 2011. "How do actors shape social networks during the process of new product development?," Post-Print hal-01572294, HAL.
    8. Lee N. Davis & Jerome D. Davis & Karin Hoisl, 2013. "Leisure Time Invention," Organization Science, INFORMS, vol. 24(5), pages 1439-1458, October.
    9. Peeters, T.J.G., 2013. "External knowledge search and use in new product development," Other publications TiSEM 300ebb34-b090-4210-b95e-f, Tilburg University, School of Economics and Management.
    10. Davis, Lee N. & Davis, Jerome & Hoisl, Karin, 2009. "What Inspires Leisure Time Invention?," Discussion Papers in Business Administration 10457, University of Munich, Munich School of Management.
    11. Situmeang, Frederik B.I. & Leenders, Mark A.A.M. & Wijnberg, Nachoem M., 2014. "History matters: The impact of reviews and sales of earlier versions of a product on consumer and expert reviews of new editions," European Management Journal, Elsevier, vol. 32(1), pages 73-83.
    12. Czernek-Marszałek Katarzyna & Klimas Patrycja & Wójcik Dagmara, 2024. "The dark side of social relationships – the context of the video game industry," International Journal of Management and Economics, Warsaw School of Economics, Collegium of World Economy, vol. 60(2), pages 89-107.
    13. Marc Bogdanowicz & Giuditta de Prato & Daniel Nepelski & Jean-Paul Simon & Wainer Lusoli, 2010. "Born Digital / Grown Digital: Assessing the Future Competitiveness of the EU Video Games Software Industry," JRC Research Reports JRC60711, Joint Research Centre.
    14. F. Ted Tschang & Gokhan Ertug, 2016. "New Blood as an Elixir of Youth: Effects of Human Capital Tenure on the Explorative Capability of Aging Firms," Organization Science, INFORMS, vol. 27(4), pages 873-892, August.

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