Abstract
This paper investigates the role of boundary objects in the interdisciplinary collaborative processes
found in computer games development. It draws on data from an in-depth case study in a computer
games studio that explores boundary objects in relation to the compelling, sensory and entertainmentcentred game-playing practices that inform computer games design and development. Sensory user
experience and aesthetic considerations – of primary importance in computer games development –
are becoming increasingly significant in the design and development of many other kinds of software
and information systems. For this reason developments in the design and production of computer
games have wider implications for other software and information systems settings and provide
valuable insights into processes of collaboration that bridge cultural and aesthetic as well as technical
forms of expertise. The paper seeks to provide insights into how objects contribute to such
collaboration, with attention focusing especially on how game developers devise objects that span
boundaries and draw on these in their collaboration. Through its focus on the material production and
practices of computer games development, the research presented also seeks to contribute to the
theoretical treatment of interdisciplinary collaborative working in software design and development
via a critical assessment of the concept of boundary objects in the setting being studied.
Recommended Citation
Panourgias, N; Nandhakumar, Joe; and Scarbrough, Harry, "Understanding virtual world usage: A multipurpose model and empirical testing" (2009). ECIS 2009 Proceedings. 182.
https://aisel.aisnet.org/ecis2009/182