M., Carter, M., Lee, J.
(2019). The I in
Team: IT Identity and Project Behavior. Proceedings of the 2019 Americas Conference on
Systems. Cancún, México, August 2019.
Abstract: Software project failure continues to be a concern and
managing risk our best hope of project success. While IS literature has investigated the role of culture
in projects, such cultural work is largely limited to the management of multinational project work and
focused on ethnic or national identities and their impact on enterprise-level system development.
Recently, information system researchers have begun to focus on how a user’s identities—their
internalization of cultural meaning—can affect adoption and use of technology, but identification with
technology may also impact its development. This proposed study will examine the ways in which worker
identification with the technological outcome of a project might affect risk behavior, and will include
digital game development as a highly salient context. The results will inform both theory and practice,
contributing to IT identity research as well as best practices for project and risk management in
Keywords: IT project management, risk management, IT identity, digital games.
M. (2019). The UW iSchool Game Research Group. 2019 Virtual Symposium on Information &
Technology in the Arts and Humanities: Video Games and Information Science. Association for
Information Science and Technology (ASIS&T). April 4, 2019.
This session presents the work of the GAMER Group at the University of Washington
Information School. The GAMER Group was founded by Dr. Jin Ha Lee in 2011 as a home for research on
organizing and providing access to video games and related materials, focusing on the development of the
Video Game Metadata Schema (VGMS). This project proposed and continues to develop a conceptual model and
metadata schema for the cataloging and classification of digital games as cultural objects. Since then,
Dr. Lee and her advisees have embarked into research on a number of game-related studies, including work
with VR in libraries, augmented reality games, and game development. Marc Schmalz, a doctoral candidate
the UW iSchool and one of Dr. Lee’s current advisees, presents information on the GAMER Group’s latest
M., Lee, J. Bryant, S. T.,
Lewin, K, & Cifaldi, F.
Organizing and Preserving Game Development Artifacts. Panel presented at PAX West
2018, Seattle, WA, 3 September 2018.
While game preservation has gained popularity among creators, academics, and
cultural heritage institutions, little public preservation work has focused on development artifacts,
as artwork, game design documents, musical scores, test builds, and marketing materials. The Game
Group at the University of Washington has teamed up with the Video Game History Foundation to solve the
problems of preserving and organizing these artifacts.
- Lee, J.,
Windleharth, T., Keating, S., Schmalz, M., Cho, H., &
(2017). Quests in the Ivory Tower: University of Washington GAMER Group. Panel presented at
PAX West 2017, Seattle, WA, 4 September 2017.
The GAMER Group is a research team that studies organization, preservation, and
use of video games at the University of Washington in Seattle. Hear six members of the team provide
rapid-fire summaries of their research in various topics including video game classification, digital
preservation, games and learning, the game industry, ARGs, etc. Participate in an open Q&A to ask
team your questions about games, research, and academia and explore ways to collaborate on various
- Carter, M.,
Compeau, D., Kennedy, M., & Schmalz, M.
(2017). The Content
and Context of Identity in a
Digital Society. Proceedings 25th European Conference on Information Systems (ECIS 2017).
25th European Conference on Information Systems, Guimarães, Portugal, 5–10 June 2017.
(Author order alphabetical)
Abstract: Our team has undertaken a study designed to explore the
content of IT identity in a digital society. The work involves conducting semi-structured, reflective
interviews—based on the results of a 20 Statements exercise—and analysis based on grounded
theory. Our initial findings indicate that our participants have complex relationships with a range of
that has become embedded in their daily lives, and provide evidence in support of IT’s role as a
medium, determinant, and consequent of identity. Further, we see the emergence of weak and strong IT
identities and the emergence of a weak anti-IT identity. By iterating on our processes and reflecting on
our results, we have been able to tune our methods and inform future recruitment goals. Moving forward,
expect that expanding the diversity in our group of participants will reveal greater insights into the
ways that participation in a digital society influences the formation and expression of one’s
group, personal, and IT (or anti-IT) identities.
- Lee, J.,
Windelharth, T., Yip, J., & Schmalz, M.
(2017). Impact of
Location-Based Augmented Reality Games on People's Information Behavior: A Case Study of Pokémon
Proceedings of iConference 2017. Paper presented at iConference 2017, Wuhan, China, 22–25 March 2017.
Abstract: Location-based augmented reality games that blend
with virtual world gameplay are becoming increasingly popular. We aim to improve our understanding of
these new types of games will impact people’s information behaviors in both physical and virtual
places, specifically investigating the case of Pokémon GO. We conducted over 100 hours of field
observation of Pokémon GO players in numerous public places, monitored over 200 online
related to the game, and conducted interviews of 30 players. Our key findings include observation of the
emergence of ad-hoc information grounds in physical spaces where much of the information sharing
as well as a crowdsourced, data-driven approach in problem solving and information sharing in online
environments. We discuss the common types of information sharing that occur in both of these
in detail, and identify areas for future research.
M., Finn, A., & Taylor, H.
Risk Management in Video Game
Development Projects. 47th Hawaii International Conference on System Sciences (HICSS), pp.
4325-4334. Paper presented at 47th Hawaii International Conference on System Sciences, Waikoloa, HI,
6–9 January 2014. http://doi.org/10.1109/HICSS.2014.534.
Abstract: The video game software industry has a reputation for
projects yet, in spite of dramatic growth in global revenues, surprisingly little academic work has
examined these projects. This study reports a preliminary investigation into this under-researched area.
We interviewed eight video game producers from a range of companies, using a critical incident method to
explore risk management practices and risk perceptions. Our results revealed that in lieu of formal risk
management practices, these managers relied on prototyping, pre-production decision points, and agile
approaches to contain risk on their projects. Among the risk factors mentioned, two are specific to the
unique context of video game development. The risk of failing to match the development strategy to the
project was identified as a major cause of problems during the development process, and a new
risk—the ‘fun factor’—was a key element threatening the success of the final