Producing Educational Mini Games

This worked example is based upon empirical evidence drawn from a two-year ethnographic study of the ways in which sociological, economic, and technological manifestations of culture influenced the production of educational computer games within a large entertainment company. Primary data sources included 22 individual interviews, field notes, internal documentation, photographs, sketches, digital prototypes, and written correspondence related to the team’s process for creating a large collection of mini games, designed for a popular massively multiplayer online game for children. Within this corporate system of innovation, core workforce competencies included the abilities to continually innovate, learn, and adapt under what team members collectively perceived as challenging conditions. This essay is an invitation to consider the ways in which the Agile production approach supported the continued development and maintenance of these competencies among team members within the context of educational game design and development.
 

A Worked Example of the Agile Production Approach
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https://doi.org/10.1184/R1/6686804.v1
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