Network


Latest external collaboration on country level. Dive into details by clicking on the dots.

Hotspot


Dive into the research topics where Patrick Stacey is active.

Publication


Featured researches published by Patrick Stacey.


Information Systems Journal | 2009

A temporal perspective of the computer game development process

Patrick Stacey; Joe Nandhakumar

Abstract.  This paper offers an insight into the games software development process from a time perspective by drawing on an in‐depth study in a games development organization. The wider market for computer games now exceeds the annual global revenues of cinema. We have, however, only a limited scholarly understanding of how games studios produce games. Games projects require particular attention because their context is unique. Drawing on a case study, the paper offers a theoretical conceptualization of the development process of creative software, such as games software. We found that the process, as constituted by the interactions of developers, oscillates between two modes of practice: routinized and improvised, which sediment and flux the working rhythms in the context. This paper argues that while we may predeterminately lay down the broad stages of creative software development, the activities that constitute each stage, and the transition criteria from one to the next, may be left to the actors in the moment, to the temporality of the situation as it emerges. If all development activities are predefined, as advocated in various process models, this may leave little room for opportunity and the creative fruits that flow from opportunity, such as enhanced features, aesthetics and learning.


New Technology Work and Employment | 2017

Workplace stress from actual and desired computer-mediated communication use: a multi-method study

Jean-François Stich; Monideepa Tarafdar; Cary L. Cooper; Patrick Stacey

The use of computer-mediated communication applications can lead to workplace stress for employees. However, such stress is influenced not only by how individuals actually use computer-mediated communication applications but also how they desire to use them. This article examines how the individuals actual and desired use of communication tools together influence his or her workplace stress. It does so across a range of computer-mediated media (e.g. email or instant messaging) and workplace stressors (e.g. workload or work relationships). This investigation is conducted using a multi-method research design. The quantitative study found that desired and actual use together influenced workplace stress, mostly for email, but not for other media. The qualitative study further showed that such influence depends on organisational conditions such as available media or co-workers preferences. The findings emphasise the importance of considering the individuals’ desired use of CMC media and their subjective appraisals of different media.


hawaii international conference on system sciences | 2017

Birds of a feather talk together: user influence on language adoption

Daniel Kersgaw; Matthew Rowe; Anastasios Noulas; Patrick Stacey

Language is in constant flux be it from changes in meaning to the introduction of new terms. At the user level it changes by users accommodating their language in relation to whom they are in contact with. By mining diffusions of new terms across social networks we detect the influence between users and communities. This is then used to compute the user activation threshold at which they adopt new terms dependent on their neighbours. We apply this method to four different networks from two popular on-line social networks (Reddit and Twitter). This research highlights novel results: by testing the network through random shuffles we show that the time at which a user adopts a term is dependent on the local structure, however, a large part of the influence comes from the global structure and that influence between users and communities is not significantly dependent on network structures.


California Management Review | 2018

Building and Maintaining Strategic Agility: An Agenda and Framework for Executive IT-Leaders

Josh Morton; Patrick Stacey; Matthias Mohn

While much literature on strategic agility has focused on strategic flexibility and adaption at organizational levels, there is a need to provide specific guidance at lower, more discrete levels of analysis. This article focuses on the context of a particular professional group, executive information technology (IT) leaders, who have received attention in recent years for their evolving strategic role at the forefront of firms. It identifies and illustrates a number of practices these actors demonstrate in building and maintaining strategic agility, and it concludes by conceptualizing these practices in an agenda and framework for managers.


hawaii international conference on system sciences | 2017

Simplifying fitness games for users with learning disabilities

Liu Liu; Patrick Stacey; Monideepa Tarafdar; Nikolaos Kourentzes

Motivating people with learning disabilities (LD) to carry out physical exercises is a difficult task. Simplified fitness games can address this problem. Yet we do not know much about the design characteristics of the fitness games for this particular user group. Based on Rouse’s process model, this paper explores the design characteristics in three development phases: ‘conceptual outline’, ‘implementation’ and ‘outcome’. A mixed-method approach has been adopted. First, interviews and observations were conducted. Based on the qualitative findings and a literature review, a questionnaire was generated addressing the important design characteristics in each phases. The questionnaire surveyed 235 people from both game and healthcare industries to assess their agreement to the design characteristics. By identifying critical design characteristics in each phase, our paper provides guidance for an inclusive and nuanced approach to designing games for the users with LD. It identifies concepts in fitness games that intrinsically motivate physical activities.


international conference on software engineering | 2015

Geographically distributed sensemaking: developing understanding in forum-based software development teams

Ben Shreeve; Paul Ralph; Peter Sawyer; Patrick Stacey

Global software development is becoming increasingly popular. Working in geographically distributed teams affords advantages to both employer and employee alike. Despite this, distributed working remains a point of contention for many organisations, with some claiming it unsuitable for complex collaborative work. Many argue that the complex act of team sense making (the process by which a team develops an understanding of a situation or problem) can only effectively be performed in colocated environments. To investigate this assumption, we examine the communications of a geographically distributed game development team. This global team communicates entirely via forums, yet still manages complex sense making tasks asynchronously. We use thematic analysis to investigate how themes develop during online conversations, and use speech act sequences to explore how understanding is developed during these asynchronous conversations. Our findings demonstrate how collective sense making occurs within a real-world, geographically distributed team.


Archive | 2013

How funny are games? Violent games content and studio well-being

Patrick Stacey; David Thomas; Joe Nandhakumar

This chapter focuses on the twin responsibilities of game studios for the social groups they create content for and employ. Through two nascent and ongoing studies we investigate the contextual forces of violent game development and gamework well-being. Our analysis of both studies draws on the theory of interpretive schemes (for instance, Bartunek, 1984; Ranson et al., 1980) as an analytical lens (Walsham, 2003), which theorizes about the systems of meaning that people draw on in order to make collective sense of phenomena and conduct. This chapter is organized as follows: first, key motivations, prior literature, a theoretical framework, the research approach and methods used are introduced. We then present two empirical studies regarding violent game development and gamework well-being; each contains a case study, analysis and conceptualization. These sections are followed by a synthesized discussion and conclusion.


Human Relations | 2008

Making sense of sensemaking narratives

Andrew D. Brown; Patrick Stacey; Joe Nandhakumar


Communications of The ACM | 2008

Opening up to agile games development

Patrick Stacey; Joe Nandhakumar


Design Studies | 2015

Designing emotion-centred Product Service Systems: The case of a cancer care facility

Patrick Stacey; Bruce Tether

Collaboration


Dive into the Patrick Stacey's collaboration.

Top Co-Authors

Avatar
Top Co-Authors

Avatar

Cary L. Cooper

University of Manchester

View shared research outputs
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar

Bruce Tether

University of Manchester

View shared research outputs
Top Co-Authors

Avatar
Researchain Logo
Decentralizing Knowledge