Change search
ReferencesLink to record
Permanent link

Direct link
Employee Experiences of the Dream-Factory – An Engagement Perspective on the Mobile Game Development Industry
KTH, School of Industrial Engineering and Management (ITM), Industrial Economics and Management (Dept.), Organization and management.
2015 (English)Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesisAlternative title
Upplevelser och erfarenheter hos medarbetare i "drömfabriken" – ett engagement-perspektiv på den mobila spelutvecklingsbranschen (Swedish)
Abstract [en]

After a setback due to the dotcom-bubble at the beginning of the 21st century, the tech sector is today again a redhot place for pursuing a career. Much of this popularity can be accredited to the image that companies of this sector enjoy as workplaces with great opportunities for creativity, self- fulfilment and self-expression. Also, strong cultures and generous benefits add to the image of the dream-job. This study aimed to question this image by exploring experiences and attitudes of employees working within the mobile game development industry, a sub- industry of the tech sector. In order to achieve this, a successful mobile game development studio was studied at close range through observations and interviews with 25 individuals of various roles within game development. On this material, the theoretical frameworks of employee engagement and work motivation were applied to assess how personally and emotionally engaging work is within this context.

Findings both confirm and nuance the public image of mobile game development as a place to work. This study finds support that the environment and atmosphere surrounding the work in large lives up to the public image of the industry; culture is strong and drives personal and emotional involvement in work and the good of the company. Within the work tasks themselves however, the free-spirited, ad-hoc creativity and opportunities for self-fulfilment promised in the public image seem delimited by a set of organizational circumstances, among them strategic decisions on company-level. Work demands alignment with directions chosen by the company, that by some are perceived as limiting to creativity, self-fulfilment and excitement. In this, the study identifies a risk in a possible discrepancy between expectations on work and the actual experience of it. Finally, the study finds signs that  the strength  in  atmosphere  and  culture can  outweigh  these perceived  limitations  in  creative space and demands of alignment, and so adds to research asserting the potential and value in a strong culture.

Place, publisher, year, edition, pages
2015. , 45 p.
Keyword [en]
Mobile game development, creativity, tech sector, employee engagement, work motivation, mobil spelutveckling, kreativitet, teknikbranschen, motivation
National Category
Economics and Business
URN: urn:nbn:se:kth:diva-189501OAI: diva2:946405
Available from: 2016-07-11 Created: 2016-07-05 Last updated: 2016-09-02Bibliographically approved

Open Access in DiVA

fulltext(776 kB)0 downloads
File information
File name FULLTEXT01.pdfFile size 776 kBChecksum SHA-512
Type fulltextMimetype application/pdf

By organisation
Organization and management
Economics and Business

Search outside of DiVA

GoogleGoogle Scholar
The number of downloads is the sum of all downloads of full texts. It may include eg previous versions that are now no longer available

Total: 41 hits
ReferencesLink to record
Permanent link

Direct link