Reading List

This is my current reading list, with links () to blog posts for those that have them.
Adams, A., & Cox, A. L. (2008). Questionnaires, in-depth interviews and focus groups. In P. Cairns & A. L. Cox (Eds.), Research Methods for Human Computer Interaction, 17–34. Cambridge, UK:Cambridge University Press.
Andersson, Å. E. (2006). The economics of experiences, the arts and entertainment. Cheltenham, UK ; Northampton, MA: Edward Elgar.
Baccarini, D., Salm, G., & Love, P. E. D. (2004). Management of risks in information technology projects. Industrial Management & Data Systems, 104(4), 286–295.
Barki, H., Rivard, S., & Talbot, J. (1993). Toward an assessment of software development risk. Journal of Management Information Systems, 10(2), 203–225.
Barki, H., Rivard, S., & Talbot, J. (2001). An Integrative Contingency Model of Software Project Risk Management. Journal of Management Information Systems, 17(4), 37–69.
Bechky, B. A. (2006). Gaffers, gofers, and grips: Role-based coordination in temporary organizations. Organization Science, 17(1), 3–21.
Belk, R. W. (1988). Possessions and the Extended Self. Journal of Consumer Research, 15(2), 139–168.
Bérubé, J., & Gauthier, J.-B. (2017). Compromise between creative activities and project management activities: a contingency factor. The Journal of Modern Project Management, 5(2).
Birks, D. F., Fernandez, W., Levina, N., & Nasirin, S. (2012). Grounded theory method in information systems research: its nature, diversity and opportunities. European Journal of Information Systems, 22(1), 1.
Boehm, B., & Turner, R. (2003). Using risk to balance agile and plan-driven methods. Computer, 36(6), 57–66.
Boehm, B. W. (1991). Software risk management: principles and practices. IEEE Software, 8(1), 32–41.
Brinkmann, S. (2014). Unstructured and semi-structured interviewing. In The Oxford Handbook of Qualitative Research. Oxford Handbooks Online.
Burke, P. J., & Stets, J. E. (2009). Identity Theory (1st ed.). Oxford ; New York: Oxford University Press. 
Carter, M., & Grover, V. (2015). Me, my self, and I(T):  Conceptualizating information technology identity and its implications. MIS Quarterly, 39(4), 931–957.
Cecez-Kecmanovic, D., Kautz, K., & Abrahall, R. (2014). Reframing success and failure of information systems: A performative perspective. MIS Quarterly, 38(2), 561.
Charette, R. N. (1996). Large-scale project management is risk management. Software, IEEE, 13(4), 110–117.
Charette, R. N. (1996). The mechanics of managing IT risk. Journal of Information Technology, 11(4), 373–378.
Charmaz, K. (2006). Constructing Grounded Theory: A Practical Guide Through Qualitative Analysis. SAGE.
Clancy, T. (1995). The Standish Group Report. Chaos Report. Retrieved from
Clayton, S. D., & Opotow, S. (Eds.). (2003). Identity and the natural environment: the psychological significance of nature. Cambridge, Mass: MIT Press. 
Cooke-Davies, T. (2002). The “real” success factors on projects. International Journal of Project Management, 20(3), 185–190.
Coyle, S., & Conboy, K. (2009). A case study of risk management in agile systems development. ECIS 2009 Proceedings.
Cule, P. (2000). Strategies for Heading Off is Project Failure. Information Systems Management, 17(2), 65.
Deuze, M., Martin, C. B., & Allen, C. (2007). The professional identity of gameworkers. Convergence, 13(4), 335–353. 
Dillman, D. A., Smyth, J. D., & Christian, L. M. (2014). Internet, Phone, Mail, and Mixed-Mode Surveys: The Tailored Design Method. New York, UNITED STATES: John Wiley & Sons, Incorporated.
Dittmar, H. (2008). Consumer Culture, Identity and Well-Being: The Search for the “Good Life” and the “Body Perfect.” New York, NY: Psychology Press.
Dovey, J., & Kennedy, H. W. (2006). Game cultures: computer games as new media. Maidenhead, Berkshire, England; New York, NY: Open University Press.
Elliott, B. (2007). Anything is possible: Managing feature creep in an innovation rich environment. In 2007 IEEE International Engineering Management Conference (pp. 304–307). Lost Pines, TX, USA: IEEE.
Field, T. (1997). When bad things happen to good projects. CIO, 11(2), 54–62.
Fields, T. (2010). Distributed Game Development: Harnessing Global Talent to Create Winning Games. Oxford: Focal Press.
Floyd, C., Mehl, W.-M., Resin, F.-M., Schmidt, G., & Wolf, G. (1989). Out of Scandinavia: Alternative Approaches to Software Design and System Development. Human–Computer Interaction, 4(4), 253–350. 
Glaser, B. G. (2006). The discovery of grounded theory: strategies for qualitative research. New Brunswick, N.J.: Aldine Transaction.Gregor, S. (2006). The Nature of Theory in Information Systems. MIS Quarterly, 30(3), 611–642.
Hesmondhalgh, D. (2006). Bourdieu, the media and cultural production. Media, Culture & Society, 28(2), 211–231.
Hesmondhalgh, D. (2012). The Cultural Industries (3rd ed.). London: SAGE Publishing. 
Hijazi, H., Khdour, T., & Alarabeyyat, A. (2012). A review of risk management in different software development methodologies. International Journal of Computer Applications, 45(7), 8–12.
Jones, C. (1994). Assessment and control of software risks. Englewood Cliffs, NJ: Yourdon Press.
Keil, M., Cule, P. E., Lyytinen, K., & Schmidt, R. C. (1998). A Framework for Identifying Software Project Risks. Commun. ACM, 41(11), 76–83.
Keil, M., Tiwana, A., & Bush, A. (2002). Reconciling user and project manager perceptions of IT project risk: a Delphi study1. Information Systems Journal, 12(2), 103–119.
Kerr, A. (2006). The business and culture of digital games: gamework/gameplay. London ; Thousand Oaks, Calif.: SAGE.
Kerr, A. (2017). Global games: production, circulation and policy in the networked era. London ; New York: Routledge/Taylor & Francis Group.
Kilduff, M., Funk, J. L., & Mehra, A. (1997). Engineering Identity in a Japanese Factory. Organization Science, 8(6), 579–592.
Kreiner, G. E., & Ashforth, B. E. (2004). Evidence toward an expanded model of organizational identification. Journal of Organizational Behavior, 25(1), 1–27.
Lang, K., Shang, R., & Vragov, R. (2015). Consumer Co-creation of Digital Culture Products: Business Threat or New Opportunity? Journal of the Association for Information Systems, 16(9).
Leidner, D. E., & Kayworth, T. (2006). Review: A Review of Culture in Information Systems Research: Toward a Theory of Information Technology Culture Conflict. MIS Quarterly, 30(2), 357–399.
Lin, C.-P., & Bhattacherjee, A. (2010). Extending technology usage models to interactive hedonic technologies: a theoretical model and empirical test. Information Systems Journal, 20(2), 163–181. 
Miège, B. (1989). The capitalization of cultural production. New York, NY : International General.
Moynihan, T. (1997). How experienced project managers assess risk. IEEE Software, 14(3), 35–41.
Murdock, G. (2011). Political economies as moral economies: Commodities, gifts, and public goods. In J. Wasko, G. Murdock, & H. Sousa (Eds.), The Handbook of Political Economy of Communications (pp. 11–40). Wiley-Blackwell.
Nandhakumar, J., Panourgias, N. S., & Scarbrough, H. (2013). From Knowing It to “Getting It”: Envisioning Practices in Computer Games Development. Information Systems Research, 24(4), 933–955.
Neves, F. G., Borgman, H., & Heier, H. (2016). Success Lies in the Eye of the Beholder: The Mismatch Between Perceived and Real IT Project Management Performance. In 2016 49th Hawaii International Conference on System Sciences (HICSS) (pp. 5878–5887).
Nidumolu, S. (1995). The Effect of Coordination and Uncertainty on Software Project Performance: Residual Performance Risk as an Intervening Variable. Information Systems Research, 6(3), 191–219. 
Nowlis, S. M., & Simonson, I. (1996). The Effect of New Product Features on Brand Choice. Journal of Marketing Research, 33(1), 36–46.
Paul, J. (2007). Tolerance of Escalating Commitment to Troubled Projects. AMCIS 2007 Proceedings.
Rai, A., Maruping, L. M., & Venkatesh, V. (2009). Offshore Information Systems Project Success: The Role of Social Embeddedness and Cultural Characteristics. MIS Quarterly, 33(3), 617-A7.
Reifer, D. (2002). Ten deadly risks in Internet and intranet software development. IEEE Software, 19(2), 12–14.
Ropponen, J., & Lyytinen, K. (2000). Components of software development risk: how to address them? A project manager survey. IEEE Transactions on Software Engineering, 26(2), 98–112.
Rossi, P. H., Wright, J. D., & Anderson, A. B. (2013). Handbook of Survey Research. Academic Press.
Sadler, D. (1997). The Global Music Business as an Information Industry: Reinterpreting Economies of Culture. Environment and Planning A, 29(11), 1919–1936.
Schäfer, M. T., & Schäfer, M. T. (2014). Bastard Culture!: How User Participation Transforms Cultural Production. Amsterdam, Netherlands: Amsterdam University Press.
Schiller, D. (1994). From Culture to Information and Back Again: Commoditization as a Route to Knowledge. Critical Studies in Mass Communication, 11(1), 93.
Schmalz, M., Finn, A., & Taylor, H. (2014). Risk Management in Video Game Development Projects. In 2014 47th Hawaii International Conference on System Sciences, pp. 4325–4334.
Schmidt, R., Lyytinen, K., Keil, M., & Cule, P. (2001). Identifying Software Project Risks: An International Delphi Study. Journal of Management Information Systems, 17(4), 5–36.
Schreier, J. (2017). Blood, sweat, and pixels: The triumphant, turbulent stories behind how video games are made. HarperCollins.
Schwartz, S. J., Luyckx, K., & Vignoles, V. L. (Eds.). (2011). Handbook of Identity Theory and Research. New York: Springer-Verlag. Retrieved from
Scott, J. E., & Vessey, I. (2002). Managing Risks in Enterprise Systems Implementations. Communications of the ACM, 45(4), 74–81.
Shmueli, O., Pliskin, N., & Fink, L. (2013). The Planning Fallacy as an Explanation for Over-Requirement in Software Development. International Research Workshop on IT Project Management 2013.
Shmueli, O., Pliskin, N., & Fink, L. (2014). Behavioural Effects in Software Development: An Experimental Investigation. ECIS 2014 Proceedings.
Shmueli, O., Pliskin, N., & Fink, L. (2015). Explaining over-requirement in software development projects: An experimental investigation of behavioral effects. International Journal of Project Management, 33(2), 380–394.
Shmueli, O., Pliskin, N., & Fink, L. (n.d.). The Dark Side of Emotional Involvement in Software Development: A Behavioral Economics Perspective. Asia Pacific Journal of Information Systems, 26(2), 322–337.
Shmueli, O., & Ronen, B. (2017). Excessive software development: Practices and penalties. International Journal of Project Management, 35(1), 13–27.
Storey, J. (2015). Cultural Theory and Popular Culture: An Introduction. London, UK: Routledge.
Sumner, M. (2000). Risk factors in enterprise-wide/ERP projects. Journal of Information Technology, 15(4), 317–327.
Sutton-Smith, B. (2001). The ambiguity of play. Cambridge, Mass.: Harvard Univ. Press.
Swann, W. B. (2011). Self-verification theory. In Handbook of theories of social psychology (Vol. 2, pp. 23–42).
Swann, W. B., & Buhrmester, M. D. (2012). Self-verification The search for coherence. In M. R. Leary & J. P. Tangney (Eds.), Hanbook of Self and Identity (Second Edition). New York ; London: Guilford Press. 
Taylor, H. (2004). Risk factors in vendor-driven IT projects. AMCIS 2004 Proceedings, 108.
Taylor, H. (2005). Congruence between risk management theory and practice in Hong Kong vendor-driven IT projects. International Journal of Project Management, 23(6), 437–444.
Taylor, H. (2006). Risk management and problem resolution strategies for IT projects: prescription and practice. Project Management Quarterly, 37(5), 49.
Taylor, H. A. (2004). Risk management and tacit knowledge in IT projects: making the implicit explicit. Queensland University of Technology.
Tian, K., & Belk, R. W. (2005). Extended Self and Possessions in the Workplace. Journal of Consumer Research, 32(2), 297–310.
Vignoles, V.L., Schwartz, S.J. and Luyckx, K., (2011). Introduction: Toward an integrative view of identity. In Handbook of identity theory and research (pp. 1-27). Springer New York. 
Wallace, L., & Keil, M. (2004). Software Project Risks and Their Effect on Outcomes. Communications of the ACM, 47(4), 68–73.
Wallace, L., Keil, M., & Rai, A. (2004a). How Software Project Risk Affects Project Performance: An Investigation of the Dimensions of Risk and an Exploratory Model. Decision Sciences, 35(2), 289–321.
Wallace, L., Keil, M., & Rai, A. (2004b). Understanding software project risk: a cluster analysis. Information & Management, 42(1), 115–125.
Wasko, J. (1994). Hollywood in the information age: beyond the silver screen. Cambridge: Polity. 
Wasko, J., Murdock, G., & Sousa, H. (2011). Introduction: The Political Economy of Communications: Core Concerns and Issues. In J. Wasko, G. Murdock, & H. Sousa (Eds.), The Handbook of Political Economy of Communications (pp. 1–10). Wiley-Blackwell.
Whitley, E. A., Gal, U., & Kjaergaard, A. (2014). Who do you think you are? A review of the complex interplay between information systems, identification and identity. European Journal of Information Systems, 23(1), 17–35.
Whitson, J. R. (2017). Voodoo software and boundary objects in game development: How developers collaborate and conflict with game engines and art tools. New Media & Society.
Williams, D., & Williams, D. (2009). Exploring Software project characteristics on Scope Creep. SAIS 2009 Proceedings.
Williams, R. (1981). Culture. London: Fontana.
Williams, R. (1998). The Analysis of Culture. In Cultural Theory and Popular Culture: A Reader (2nd ed, pp. 48–56). Athens, GA: University of Georgia Press.
Yin, R. K. (2009). Case Study Research: Design and Methods (Fourth Edition). Los Angeles, CA: SAGE.