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University  of  Amsterdam  

Faculty  of  Economics  and  Business  

 

 

 

Master  Thesis  M.Sc.  Business  Administration  

 

Track:  Entrepreneurship  and  Management  in  the  Creative  Industries  

 

 

 

Managing  pedagogy  and  entertainment  in  serious  

game  development:  The  role  of  the  project  leader  

 

 

 

Dunya  Ressang  

11148306  

 

 

 

 

 

 

June  2016  

 

Supervisor:  Mr.  J.F.E.  de  Groot  

Second  assessor:  Mr.  E.  Dirksen  

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Statement  of  Originality  

This  document  is  written  by  Student  Dunya  Ressang  who  declares  to  take  full  

responsibility  for  the  contents  of  this  document.  

 

I  declare  that  the  text  and  the  work  presented  in  this  document  is  original  and  

that  no  sources  other  than  those  mentioned  in  the  text  and  its  references  have  

been  used  in  creating  it.  

 

The   Faculty   of   Economics   and   Business   is   responsible   solely   for   the  

supervision  of  completion  of  the  work,  not  for  the  contents.  

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Abstract

 

 

One   of   the   key   challenges   for   serious   game   development   companies   is   to   effectively   balance   pedagogy  and  entertainment  within  serious  games.  Since  most  studies  so  far  have  focussed  on  

the   application   of   serious   games   when   addressing   this   issue,   this   study   assessed   how   project  

leaders  manage  this  issue  within  serious  game  development.  To  investigate  this  matter,  twelve   interviews  were  conducted  involving  project  leaders  in  serious  game  development  throughout  

the  Netherlands.  Based  on  the  findings,  serious  game  development  showed  to  entail  four  distinct  

phases,  namely  a  problem  phase,  a  research  phase,  a  concept  phase  and  a  prototype  phase.  The   project   leader   forms   the   centre   between   the   development   team   and   client   throughout   these  

phases.  Within  each  phase,  the  project  leader  manages  pedagogy  and  entertainment  in  different  

ways.  The  findings  show  that  project  leaders  replace  controlling  practises  within  serious  game  

development  by  undertaking  different  roles,  namely  an  educating  role  for  the  client,  a  coaching   role  for  the  development  team  and  a  translating  or  facilitating  role  for  managing  the  relationship  

between   client   and   development   team.   This   is   vital   as   the   clients   mainly   emphasize   the  

pedagogic   elements   of   serious   gaming   while   the   developmental   teams   have   their   focus   on   the   entertainment   aspect.   Via   the   undertaking   of   different   roles   the   project   leader   effectively  

manages   the   balance   between   pedagogy   and   entertainment   throughout   the   developmental   phases  of  serious  gaming.    

 

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Table  of  Contents  

 

           Statement  of  Originality ... II  

           Abstract ...III  

           Table  of  Contents ... IV  

1.  Introduction...1  

 

1.1.  What  is  a  serious  game? ...1  

 

1.2.  Objective  of  the  study...2  

2.  Literature  Review ...5  

 

2.1.  Leadership  in  the  creative  industries...5  

 

 

2.1.1.  Different  approaches  to  leadership ...6  

 

 

2.1.2.  The  project  leader...9  

 

2.2.  Creativity  in  serious  games  development ... 10  

 

 

2.2.1  Practises  in  managing  creativity... 11  

3.  Research  Methodology... 14  

 

 

3.1.  Research  strategy  and  design ... 14  

 

 

3.2.  Sample  and  data  collection... 15  

 

 

3.3.  Method  of  analysis... 18  

 

 

3.4.  Quality  of  the  Research ... 20  

4.  Results ... 22  

 

 

4.1  Context  of  Serious  Game  Development ... 22  

 

 

 

4.1.1.  Relationships  between  Target  Audience,  Client  and    

 

 

 

 

Development  Company... 22  

 

 

 

4.1.2.  Phases  in  Serious  Game  Development... 24  

 

 

4.2.  The  Problem  Phase... 27  

 

 

4.3.  The  Research  Phase ... 28  

 

 

4.4.  The  Concept  Phase... 31  

 

 

 

4.4.1.  Enabling  creativity ... 32  

 

 

 

4.4.2.  Building  on  expertise ... 34  

 

 

4.5.  The  Prototype  Phase... 35  

 

 

 

4.5.1.  Management  through  communication ... 36  

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5.  Discussion  and  Conclusion ... 39  

 

 

5.1.  Summary  of  Findings ... 39  

 

 

5.2.  Discussion  of  Findings... 39  

 

 

5.3.  Implications ... 43  

 

 

5.4.  Limitations  and  Recommendations  for  Future  Research ... 44  

References... 45  

Appendix ... 49  

 

 

Coding  Tree   ... 49  

 

 

Interview  Guide ... 50  

 

 

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1. Introduction  

1.1.  What  is  a  serious  game?  

A  video  game  that  can  help  a  major  bank  in  crisis  resolution  sounds  like  a  mere  joke  to  many  

people.  Even  so,  NetEnquiry  is  an  actual  serious  game  project  that  is  used  by  major  banks  and  

finance  companies  to  train  employees  to  cope  with  these  realistic  scenarios.  Serious  games  can   even  do  a  lot  more.  The  numerous  application  possibilities  of  serious  games  are  the  new  topic  of  

conversation   in   many   industries,   but   what   exactly   makes   these   games   so   different?   There   are   many  definitions  of  serious  games  because  the  term  overlaps  with  concepts  such  as  eLearning,  

edutainment  and  game-­‐based  learning,  but  most  scholars  agree  that  “serious  games  are  (digital)  

games  used  for  purposes  other  than  mere  entertainment”  (Susi,  Johannesson  &  Backlund,  2007,  

p.1).   Just   like   entertainment   games,   serious   games   come   in   many   different   shapes:   mobile   applications,   simple   web-­‐based   solutions,   complex   combined   applications   (for   example  

combinations   of   social   software   applications)   or   mature   computer   games   (Anderson,  

McLoughlin,   Liarokapis,   Peters,   Petridis   &   de   Freitas,   2010).   Even   though   technological  

developments  in  serious  games  follow  similar  developments  in  entertainment  game  technology   (Anderson  et  al.,  2010),  serious  games  offer  more  than  story,  art  and  software,  namely  pedagogy  

(Susi   et   al.   2007).   Pedagogy   implies   “activities   that   educate   or   instruct,   thereby   imparting   knowledge   or   skill”   (Zyda,   2005   in   Susi   et   al.,   2007,   p.4.   The   serious   games   industry   has   been  

growing   rapidly   the   past   few   decades   (Ritterfeld,   Cody,   &   Vorderer,   2009).   In   this   fast-­‐paced  

field,   the   United   States,   Canada   and   the   Netherlands   are   leading   countries   with   respect   to  

industry   developments   and   innovations   (Maatschappelijke   Sectoren   &   ICT,   2007).   Within   the   Netherlands   alone,   there   are   numerous   research   institutions,   companies   and   freelance  

developers  that  concern  themselves  with  serious  game  development  for  a  market  that  is  strictly  

separated  from  the  market  for  entertainment  games  (Maatschappelijke  Sectoren  &  ICT,  2007).   Even  so,  the  Serious  Games  Society  (2014)  pose  the  problem  that  there  is  promising  research  on  

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maturity.   They   suggest   that   successful   developers   are   more   likely   to   exploit   niche   markets  

consisting  of  early  adopters,  such  as  health,  military,  manufacturing  and  pre-­‐school  education.    

In  all  these  vastly  different  niche  markets,  serious  games  have  the  same  goal:   to  close  the  gap  

between  two  vastly  different  fields,  namely  pedagogy  and  entertainment.   This  is  an  enormous   difficulty  in  serious  game  development,  since  entertainment  games  are  consumer  driven  and  the  

concept  of  learning  is  often  student-­‐centred,  but  educator  driven  (Becker,  2007).  When  failing  to  

achieve   this   balance,   serious   games   can   easily   be   perceived   as   boring   games   and   kill-­‐and-­‐drill   learning  (Susi  et  al.,  2007).  On  the  other  hand,  if  serious  games  focus  too  much  on  entertainment,  

the  pedagogic  message  is  lost  and  the  serious  game  is  ineffective  (Susi  et  al.,  2007).  Because  of   this  tension,  serious  game  developers  are  faced  with  the  challenge  to  balance  out  pedagogy  and  

entertainment  within  their  serious  games.  Failing  to  achieve  this  balance  will  result  in  a  failed  

product,  which  is  why  it  is  important  to  research  how  this  balance  is  managed.  

 

1.2.  Objective  of  the  study  

The  design  of  serious  games  is  one  of  the  most  important  aspects  for  developers  in  facing  this   challenge   (Dickey,   2005;   Rosas,   Nussbaum,   Cumsille,   Marianov,   Correa,   Flores   &   Rodriguez,  

2003).  Tailoring  serious  games  to  the  target  audience’s  needs  concerning  the  pedagogic  aspects  

is   one   of   the   most   basic   requirements   for   developing   an   effective   serious   game   (Paraskevopoulos,   Tsekleves,   Craig,   Whyatt   &   Cosmas,   2014).   Interestingly,   the   same   study  

showed  that  there  is  a  lack  of  guidelines  for  doing  so.  As  such,  this  it  is  difficult  for  serious  game  

developers   to   implement   and   manage   pedagogy   within   serious   games,   since   it   requires   very   specific   knowledge   of   the   target   audience,   which   in   turn   (1)   can   be   used   in   an   entertainment  

setting   and   (2)   can   form   a   solid   scientific   basis   for   the   pedagogical   contribution   of   the   game.  

Moreover,  most  serious  game  development  companies  work  project-­‐based  are  confronted  with   different   target   audiences   per   project,   which   makes   it   very   difficult   to   have   a   sound  

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  Within  such  uncertain  market  development,  volatile  work  structure  and  highly  specific  

needs  for  the  product,  these  development  companies  are  highly  interesting  subjects  for  research  

on  leadership.  Project  leaders  may  play  an  interesting  role  in  the  challenge  to  effectively  manage  

pedagogy   and   entertainment   in   serious   games.   It   is   shown   that   leaders   in   creative   product   development  perform  key  roles  in  balancing  different  tensions  inherent  to  creative  industries,  

such   as   market   demand   and   available   resources   on   the   one   hand   and   artistic   freedom   on   the  

other   hand   (Lampel,   Lant   &   Shamsie,   2000).   More   specifically,   Cohendet   &   Simon   (2007)   showed  that  project  leaders  play  a  decisive  leadership  role  for  successful  entertainment  game  

development.   Even   so,   no   studies   yet   have   shown   the   possible   importance   of   project   leaders   within   serious   game   development.   This   leads   us   to   the   main   research   question   for   this   study:  

How   do   project   leaders   within   serious   game   development   companies   effectively   manage   the   entertainment  and  pedagogy  component  in  serious  games?  

  Because   no   studies   yet   have   given   a   clear   overview   of   the   serious   game   development  

process   as   a   whole,   this   study   will   first   identify   the   different   development   phases.   After,   this  

study  will  look  into  the  practises  of  project  leaders  within  those  phases  in  order  to  understand  

how  management  of  pedagogy  and  entertainment  takes  place  in  serious  game  development.  Not  

only   will   this   provide   a   structured   overview   of   the   serious   game   development   process,   it   will   help  the  reader  to  understand  dynamics  within  development  that  can  influence  the  management  

of   pedagogy   and   entertainment.   Studies   on   serious   games   focus   mainly   on   the   application   of   serious  games  to  show  the  difficulty  in  balancing  entertainment  and  pedagogy,  but  overlook  the  

relevance  of  project  leaders  (Paraskevopoulos  et  al.,  2014;  Susi  et  al.,  2007;  Van  Eck,  2006).  Even  

though   this   external   orientation   is   relevant   and   useful   for   a   better   understanding   of   the   workings  and  effects  of  serious  games,  there  is  a  lack  of  understanding  how  leadership  within  

different  development  phases  can  have  an  effect  on  this  balance.  Identifying  how  project  leaders  

perceive   this   challenge   and   offer   solutions   to   it   provides   valuable   insights   in   both   the   serious  

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industries.   Mainly,   because   it   will   assess   contemporary   leadership   practises   in   a   highly   novel  

and  upcoming  field  within  the  creative  industry,  which  is  not  researched  in  terms  of  leadership.  

  This   study   answers   the   research   question   by   conducting   twelve   semi-­‐structured  

interviews  with  project  leaders  in  twelve  different  serious  game  development  companies.  This   way,   a   rich   understanding   of   both   the   field   and   differences   or   patterns   amongst   development  

companies  was  obtained  and  used  as  a  basis  for  inductive  research.  The  results  are  supported  by  

the  usage  of  different  quotes  from  the  interviews.  This  study  has  a  descriptive  and  exploratory   aim  to  identify  present  leadership  practises  that  project  leaders  use  in  facing  this  challenge.    

  The   structure   of   the   study   is   as   follows.   In   Chapter   2,   an   literature   review   of   available  

research   on   the   relevant   topics   for   this   research   is   shown.   In   Chapter   3   an   overview   on   the  

research   methodology   is   provided   and   the   quality   of   this   study   is   discussed.   In   Chapter   4,   the  

findings   are   presented   from   the   interviews   with   project   leaders   within   serious   game  

development.   Finally,   Chapter   5   discusses   the   findings   by   relating   them   back   to   the   literature   review  and  assesses  the  implications  of  this  study.  This  chapter  also  provides  a  conclusion  for  

this  study,  including  limitations  and  recommendations  for  further  research.  

 

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2.  Literature  review  

 

The   following   literature   review   has   been   conducted   to   assess   the   academic   relevance   of   this   study.   First,   an   overview   will   be   presented   of   studies   on   the   topic   of   leadership   in   creative  

industries  and  the  role  of  the  project  leader.  Second,  literature  will  be  assessed  that  discusses  

management   of   creative   and   innovative   practises   within   organizations.   To   conclude   the  

literature  review,  the  literature  is  linked  to  the  research  question.  

 

2.1.  Leadership  in  creative  industries  

Within   academic   literature,   leaders   are   defined   as   people,   who   guide,   direct,   motivate   and   inspire   groups   or   individuals   (Barrett, 2006; Hall, Wysocki & Kepner, 2008).   Leadership   within  

creative  industries  has  been  a  focus  of  research  in  numerous  ways  (Northouse,  2014),  but  not  

specifically   for   serious   games.   For   example,   research   has   been   done   on   the   subject   of   dual  

leadership   structures   within   the   creative   industry   (Bhansing,   Leenders   &   Wijnberg,   2012),  

which   focuses   on   how   to   successfully   combine   artistic   and   business   interests   in   higher  

management.  Another  article  on  leadership  within   the  creative  industry  as  a  whole  shows  the  

challenge  of  managing  different  tensions  that  guide  product  development  (Lampel  et  al.,  2000).   Here   the   article   highlights   the   difficulty   in   assessing   the   quality   of   creative   products,   because  

opinions  of  quality  diverge  even  stronger  in  this  industry  compared  to  others.  More  specifically  

in  the  area  of  games,  a  study  focused  on  how  entertainment  game  companies  internally  manage   communities   of   specialists   (Cohendet   &   Simon,   2007).   Even   though   these   articles   show   the  

importance   of   leadership   and   management   within   creative   industries,   none   of   them   focuses  

specifically   on   leadership   challenges   within   serious   game   development.     This   is   important   for   this  study,  since  academic  literature  also  shows  that  effectiveness  of  leadership  can  highly  vary  

based   on   factors   related   to   team,   organization   and   environment   (Morgeson,   DeRue   &   Karam,  

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environments,  target  audiences,  clients  and  product   purposes,  leadership  within  serious  game  

development  arguably  differs  from  entertainment  game  development.  It  is  hard  to  predict  from  

the  field  of  entertainment  games  how  leaders  within  the  field  of  serious  games  manage  a  tension  

between  pedagogy  and  entertainment,  since  this  tension  is  not  present  in  entertainment  games.   This   is   why   exploring   leadership   in   this   specific   field   could   offer   more   in-­‐depth   insights   on  

leadership   differences   between   entertainment   game   development   and   serious   game  

development.  Moreover,  assessing  leadership  practises  specifically  in  serious  game  development   will  prove  highly  valuable  for  further  advancing  leadership  studies,  since  it  will  enable  scholars  

to  contrast  leadership  practises  in  serious  game  development  with  other  fields.    

2.1.1.  Different  approaches  to  leadership  

The  concept  of  leadership  has  been  approached  in  many  ways.  While  some  scholars  focus  on  the  

impact  of  the  leaders’  personality  traits  (Chidester,  Helmreich,  Gregorich  &  Geis,  1991;  Hogan,   Curphy,   &   Hogan,   1994),   research   on   leadership   style   and   behaviour   is   most   dominant  

(Northouse,  2014).  Leadership  styles  are  distinguished  from  one  another  according  to  how  they  

influence  organizational  performance  within  an  organizational  structure  (Barret,  2006).  The  two  

most   prevalent   leadership   styles   in   academic   literature   are   transactional   leadership   and   transformational   leadership.   Transactional   leadership   is   a   style   of   leadership   that   is  

characterized   by   three   dimensions:   contingent   reward,   active   management   by   exception   and   passive  management  by  exception  (Judge  &  Piccolo,  2004).  Contingent  reward  is  the  degree  to  

which   a   leader   engages   in   the   exchange   of   rewards   contingent   with   performance.   Active  

management  by  exception  is  the  degree  to  which  a  leader  undertakes  corrective  actions  before   follower  behaviour  creates  serious  difficulties.  Passive  management  by  exception  is  the  degree  

to   which   a   leader   undertakes   corrective   action   after   follower   behaviour   has   created   serious  

difficulties.  On  the  other  hand,  transformational  leadership  is  a  style  of  leadership  in  which  the  

leader   “transforms   and   inspires   other   followers   to   perform   beyond   expectations,   while   transcending  self-­‐interest  for  the  good  of  the  organization”  (Avolio,  Walumbwa  &  Weber,  2010,  

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p.  243).  This  latter  style  contains  four  different  factors,  namely  idealized  influence  inspirational  

motivation,   intellectual   stimulation   and   individualized   consideration   (Northouse,  

2014).  Idealized   influence   describes   good   role   model   behavior   of   leaders   that   are   trusted   and  

respected   by   their   employees.   Inspirational   motivation   describes   leaders   that   motivate   employees   to   commit   to   the   organization.   Intellectual   stimulation   describes   leaders   that  

encourage   innovation   and   creativity   through   challenging   beliefs   and   views   of   employees   and  

promote   critical   thinking.   Finally,   individual   consideration   describes   managers   who   act   as   coaches  for  the  employees  and  help  them  with  setting  goals  and  reaching  them.    

  Both  leadership  styles  have  been  studied  on  their  impact  on  employee  creativity.  Studies  

show  that  transformational  leadership  styles  have  a  significantly  positive  impact  on  creativity  at  

both   the   individual   and   organizational   level   (Gumusluoglu   &   Ilsev,   2009).   Moreover,   other  

scholars  such  as  Amabile,  Hadley  &  Kramer  (2002)  and  Shalley,  Zhou  &  Oldham  (2004)  argued  

that  a  focus  on  enhancing  follower  motivation  is  highly  preferable  over  extrinsic  reward  systems   when   it   comes   to   enhancing   creativity   in   organizations,   which   is   essential   within   creative  

industries.  Even  so,  Scholars  such  as  Byron  &  Khazanchi  (2012)  did  show  that  under  the  right  

conditions,   reward   systems   could   stimulate   creativity   as   well.   These   two   leadership   styles   are  

the   most   prevalent   throughout   the   literature,   because   of   their   universality.   That   is,   because   within   a   wide   range   of   organizations   and   cultures   the   same   conception   of   phenomena   and  

relationships  can  be  observed  (Bass,  1997).  Even  so,  Bass  (1997)  also  mentioned  that  exceptions   could   be   made   because   of   unusual   attributes   to   the   company   or   culture.   This   is   of   crucial  

importance   for   this   study,   since   apparently   no   academic   studies   are   available   on   the   topic   of  

leadership   within   serious   game   development,   nor   is   known   whether   serious   game   companies   operate   with   unusual   attributes.   Because   of   this,   this   study   cannot   assume   that   either  

transactional  or  transformational  leadership  styles  are  present  in  serious  game  development.    

  Another   way   to   look   at   leadership   within   creative   industries   is   in   terms   of   leadership  

behaviour   in   innovation management   through   the   approach   of   exploration   and   exploitation  

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Both  are  key  approaches  for  leaders  to  create  a  competitive  advantage  for  the  company  (Chen,  et  

al.,   2010;   Rosing   et   al.,   2011).   On   the   one   hand,   product   exploration   is   defined   as   “an  

organizational   emphasis   on   introducing   radical   innovations   that   extend   existing   product  

competencies”  (Voss  et  al.,  2008,  p.  148).  On  the  other  hand,  product  exploitation  is  defined  as   “an   organizational   emphasis   on   marketing   existing   or   incrementally   modified   products   that  

capitalize   on   existing   product   competencies”   (Voss   et   al.,   2008,   p.   148).   When   a   company   is  

doing  both  at  the  same  time,  the  organizational  emphasis  is  referred  to  as  “ambidexterity”  (Voss   et   al.,   2008,   p.   161).   According   to   Rosing   et   al.   (2011),   exploration,   exploitation   and  

ambidexterity   can   be   related   to   leadership   in   three   different   ways,   namely   by   opening   leader   behaviours  to  foster  exploration,  closing  leader  behaviours  to  foster  exploitation  and  a  temporal  

flexibility  to  switch  between  both  in  accordance  to  specific  situations.  They  argue  that  “opening  

leader  behaviour”  is  leadership  behaviour  that  encourages  experimenting  and  critical  thinking,  

especially   when   the   innovation   task   requires   creativity.   On   the   other   hand,   “closing   leader   behaviour”  is  argued  as  leadership  behaviour  that  includes  taking  corrective  action,  monitoring  

goal   achievement   and   setting   guidelines,   especially   when   the   innovation   task   requires  

implementation.  To  relate  this  back  to  game  companies,  the  entertainment  game  companies  that  

were   researched   by   Cohendet   and   Simon   (2007)   showed   signs   of   organizational   emphasis   on   ambidexterity  to  nurture  the  creative  potential  within  different  domains  of  knowledge.  In  order  

to  do  so,  the  authors  emphasized  the  importance  of  project  leaders  to  bind  the  different  creative   units   together.   Since   serious   game   development   companies   are   still   part   of   the   creative  

industries,  creativity  should  play  an  important  part  within  these  companies.  Moreover,  as  shown  

by  Cohendet  and  Simon  (2007),  project  leaders  play  a  key  role  in  game  development.  Therefore,   it  is  necessary  to  specifically  focus  on  the  role  of  project  leader  within  this  literature  review.  

 

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2.1.2.  The  Project  Leader  

As  mentioned  earlier,  one  of  the  most  important  leadership  positions  within  game  development  

is  the  position  of  project  leader.  Project  leaders  differentiate  from  traditional  project  managers,  

because   they   do   not   only   handle   the   operational   side   of   a   project,   but   also   the   strategic   and  

‘human’  side  (Shenhar,  2004).  Even  so,  scholars  sometimes  use  the  term  project  managers,  while   their   research   actually   shows   more   overlap   with   characteristics   of   project   leaders   (Shenhar,  

2004).  For  this  reason,  this  section  will  examine  studies  focussed  on  project  management  and  

project   leadership.   According   to   El-­‐Sabaa   (2001),   effective   functioning   of   the   project   leader  

depends  on  three  skills,  namely  human  skills,  organization  skills  and  technical  skills.  These  skills   respectively   concern   ability   of   the   project   leader   to   manage   a   team   within   the   organizational  

framework,   to   envision   the   project   as   a   complex   and   interdependent   whole   and   to   have   a   profound  understanding  of  the  required  technology  for  the  project.  Notably  in  this  article  is  that  

technical   skills   were   rated   lowest   and   human   skills   highest   concerning   their   perceived  

importance   within   project   management.   When   studying   leadership   roles   within   the   field   of  

software  development,  one  could  argue  that  technical  skills  of  the  project  leader  are  of  higher   importance,   as   shown   in   a   study   by   Ropponen   and   Lyytinen   (2000)   concerning   risk  

management   within   software   development.   According   to   them,   project   leaders   need   to   be  

educated,  experienced  and  have  a  profound  understanding  of  the  environmental  context  to  deal   with   risk   in   software   development.   Serious   game   development   companies   not   only   deal   with  

risk   management   concerning   software   development,   but   also   concerning   the   involvement   of  

multiple   stakeholders   such   as   their   clients   and   target   audiences.   The   field   of   serious   games   is   complex,   especially   because   of   the   lack   of   references   concerning   their   unique   and   tailor-­‐made  

products.   It   can   be   argued   that   the   highest   risk   factors   within   general   software   development  

apply   for   serious   game   development   too,   namely   commitment   by   higher   management   and   reception  by  the  target  audience  (Schmidt,  Lyytinen  &  Cule,  2001,  as  shown  in  Keil,  Tiwana  &  

Bush,   2002).   Keil   et   al.   (2002)   highlight   an   important   issue   related   to   performing   the   role   of  

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other  stakeholders.  This  is  why  it  is  important  for  this  study  to  assess  which  parties  are  involved  

in  serious  game  development  and  how  the  project  leader  manages  these  parties  and  their  risk  

perceptions.   Moreover,   there   are   relatively   small   budgets   for   serious   game   development  

compared   to   entertainment   game   development.   These   budget   constrains   limit   the   designer,   which   is   why   the   use   of   existing   technologies   is   preferred   over   the   development   of   game-­‐

engines,   content   and   tools   from   scratch   (Stapleton,   2004).   Because   of   this   complexity   and  

limited   availability   of   resources   such   as   finances,   game   developers   need   creativity   stimulating   leaders  in  developing  solutions  for  their  products.  

  Taken   together,   it   does   show   that   project   leadership   is   widely   associated   with   project  

control   (Barber   &   Warn,   2005).   Challenges   concerning   risk   management   (Ropponen   and  

Lyytinen,   2000),   finance   (Stapleton,   2004),   skills   (El-­‐Sabaa,   2001),   effective   leadership   style  

(Avolio  et  al.,  2010;  Judge  &  Piccolo,  2004;  Bass,  1997;  Gumusluoglu  &  Ilsev,  2009;  Northouse,  

2014)   and   leadership   within   creative   industries   (Bhansing,   Leenders,   &   Wijnberg,   2012;  

Cohendet   &   Simon,   2007;     Lampel   et   al.,   2000)   need   to   be   managed   correctly   in   order   for   a  

project  to  succeed.  However,  It  is  widely  common  that  projects  go  over-­‐budget,  over-­‐time,  fail  

completely  and  are  faced  with  unexpected  events  that  disrupts  the  project  plan  (Barber  &  Warn,  

2005).  This  shows  that  control  in  project  leadership  is  necessary,  but  also  a  real  challenge.  When   it  specifically  comes  to  managing  pedagogy  and  entertainment  within  serious  games,  literature  

on   leadership   within   creative   industries   suggests   there   might   be   a   close   association   with   managing  creativity  within  the  company.  This  will  be  shown  in  the  section  below.  

 

2.2.  Creativity  in  serious  games  development  

Since  serious  games  are  still  creative  products,  just  like  entertainment  games,  it  could  be  argued   that   how   pedagogy   and   entertainment   is   managed   in   serious   games   shows   overlapping  

characteristics   with   how   development   of   creative   products   is   managed.   Creativity   can   be   a   plausible   key   factor   in   serious   game   development   as   many   business   scholars   define   it   as   “the  

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an   effective   definition   of   creativity   for   this   study,   since   this   study   concerns   itself   with   the  

development  of  novel  and  socially  valued  products,  namely  serious  games.  Moreover,  it  is  shown  

that  creativity  is  also  a  significant  aspect  of  a  game  design  process,  especially  when  it  comes  to  

solving   design-­‐related   problems   (Dorst   &   Cross,   2001).   In   serious   game   design,   an   example   would   be   the   implementation   of   pedagogy   and   entertainment   within   the   game   by   the  

developers.  What  is  most  interesting  for  this  study  is  that  creativity  can  be  actively  influenced  

through   leadership   practises   (Amabile   et   al.,   2002;   Versaevel,   2015).   First   of   all,   it   should   be   noted   that   other   studies   make   a   clear   distinction   between   creativity   and   innovation,   where  

innovation   is   mostly   seen   as   the   successful   implementation   of   creative   ideas   (George,   2007).   Keeping  in  mind  that  some  relevant  studies  rather  use  the  term  innovation,  this  literature  will  

focus   on   how   leaders   manage   creativity   in   organizations,   because   of   the   great   relevance   this  

might  have  for  this  study.  This  way,  a  solid  background  can  be  provided  to  research  how  project  

leaders  manage  entertainment  and  pedagogy  within  serious  game  development  by  focussing  on   the  following  concerns:  (1)  What  challenges  do  leaders  face  in  managing  creativity?  (2)  How  is  

creativity  managed  within  companies?  (3)  What  are  important  factors  that  influence  creativity  

within  organizational  contexts?  Tackling  this  issue  by  looking  at  creativity  management  within  

the  larger  organizational  context  will  provide  the  solid  understanding  this  study  needs.      

2.2.1.  Practises  in  managing  creativity  

Broadly   seen,   the   management   of   creativity   within   organizations   is   very   delicate   and   can   be  

influenced   by   many   factors   (Anderson,   Potočnik   &   Zhou,   2014;   Cohendet   &   Simon,   2007;  

Bhansing,  Leenders  &  Wijnberg,  2012;  George,  2007;  Lampel  et  al.,  2000;  Shalley  et  al.,  2004).  In   general,   most   managers   hold   a   narrow   view   of   the   creative   process   and   work   environments  

within   organizations   are   created   to   serve   the   basic   business   interests   such   as   maximizing  

coordination,  productivity  and  control  (Amabile,  1998;  George,  2007).  Important  to  note  is  that,  

especially  within  creative  organizations,  these  widely  used  organizational  designs  actually  crush   creativity  (Amabile,  1998;  George,  2007).  This  is  another  tension  that  shows  the  importance  of  

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the   project   leader   in   maintaining   balance   between   organizational   structure   and   creativity  

stimulation  amongst  employees.  

  Management   of   creativity   within   organizations   can   be   researched   through   three  

essential   elements,   namely   creative   thinking,   expertise   and   –   most   essentially   -­‐   motivation   (Amabile   et   al.,   2002).     Interestingly,   it   is   motivation   that   precedes   creative   thinking   and  

expertise.  Not  only  does  employee  motivation  that  holds  the  key  to  creative  output  (Shalley,  et  

al.,  2004),  it  is  something  that  can  be  actively  influenced  by  leaders  trough  six  practises  (Amabile   et   al.,   2002).   Firstly,   employees   should   be   matched   with   the   appropriate   assignment   that   fits  

with   their   abilities.   Second,   employees   should   be   given   autonomy   concerning   the   process   or   means,   which   will   create   a   sense   of   ownership.   Third,   the   appropriate   resources   such   as   time  

and  money  should  be  provided.  Fourth,  there  should  be  appropriate  work-­‐group  features,  such  

as  diverse  teams  in  terms  of  background  and  perspective.  Mannix  and  Neale  (2005)  also  support  

this   specific   claim   through   their   findings.   Fifth,   supervisory   encouragement   should   be   emphasized   to   highlight   the   ‘failure   value’   and   encourage   perseverance,   communication   and  

collaboration.   Finally,   there   should   be   adequate   organizational   support,   where   systems,  

procedures  and  values  prioritize  creativity.    

  It  is  very  common  that  creative  organizations  handling  diverse  projects,  such  as  serious  

game  companies,  experience  a  significant  amount  of  time-­‐pressure.  Paradoxically,  it  seems  that  

creative   companies   produce   unsatisfactory   results   because   of   this   widely   common   time-­‐ pressure   that   kills   creative   thinking   (Byron   &   Khazanchi,   2012).   The   same   authors   found   that  

the   organizational   environment   is   an   essential   determinant   in   how   creativity   reacts   to   time  

pressure,  through  factors  such  as  work  focus  availability  and  presence  of  meaningful  urgency.   On   a   more   personal   level,   they   found   that   time   pressure   in   combination   with   isolation   and  

having  a  personal  mission-­‐feeling  can  actually  greatly  enhance  creativity.  Furthermore,  Harrison  

&   Rouse   (2015)   emphasise   the   importance   of   feedback   and   judgement   by   the   leader   in   the  

creative   process,   highlighting   the   essential   value   of   communication   to   enhance   creativity.   Key   here   is   that   uncertainty   kills   creativity   and   managers   play   a   vital   role   in   clear   feedback  

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communication,   goal   setting   and   planning   in   order   to   stimulate   it   (Amabile,   1998;   Byron   &  

Khazanchi,  2012;  Harrison  &  Rouse,  2015).    

  In  sum,  the  academic  literature  clearly  shows  that  leadership  is  a  complex  topic.  Even  so,  

effective  leadership  is  incredibly  important  for  managing  innovation  and  creativity  within  game   development   companies   and   other   organizations.   On   the   one   hand,   literature   suggests   that  

leadership  practises,  behaviours  and  styles  can  foster  innovation  and  creativity  in  development  

teams.  On  the  other  hand,  scholars  also  showed  that  a  lot  of  leaders  hold  a  very  narrow  view  of   the  creative  process  and  that  project  leadership  is  highly  concerned  with  risk  management  and  

control,  which  could  hamper  creativity.  The  tension  between  business  efficiency  and  the  creative   process   clearly   shows   that   fostering   creativity   is   an   art,   not   a   science.     This   literature   review  

shows  that  tensions  in  serious  games,  such  as  between  pedagogy  and  entertainment,  could  be  

managed   through   leadership   practises.   Moreover,   this   section   also   shows   that   project   leaders  

play  a  vital  role  in  management  of  these  tensions.  

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3.  Research  methodology  

 

In  this  chapter  the  research  methodology  is  presented  through  the  following  structure:  First,  an   explanation   for   the   chosen   research   strategy   and   design   is   given.   Second,   a   focus   on   the   data  

collection   and   sample   is   provided.   Third,   the   method   of   analysis   for   this   study   is   discussed.  

Fourth,   the   quality   of   the   research   is   discussed   concerning   dependability,   credibility,   confirmability  and  transferability.    

 

3.1.  Research  Strategy  and  Design  

The   aim   of   this   study   is   to   explore   how   project   leaders   within   serious   game   development  

manage   the   tension   between   pedagogy   and   entertainment   in   serious   games.   Because   this   is   a  

new   and   very   specific   topic   of   research   in   leadership,   a   strategy   is   chosen   that   explores   and  

describes   both   the   setting   of   serious   game   development   and   its   leadership   practises.   Even   though  scholars  have  thoroughly  investigated  topics  such  as  leadership,  there  is  apparently  no  

research  done  on  the  topic  of  leadership  within  serious  game  development.  A  reason  for  this  is  

that  serious  games  have  only  emerged  as  an  academic  research  topic  in  the  last  few  years  and   mainly   focussed   on   application   opportunities,   serious   game   projects   and   benefits   associated  

with  these  games.  Especially  for  this  reason,  the  aim  of  this  study  is  not  to  build  upon  existing  

constructs,  but  to  highlight  the  unique  setting  of  leadership  within  serious  game  companies  and   how  the  relations  between  leader  and  follower  are  constructed.    

  The  nature  of  this  research  is  exploratory  and  thus  will  focus  on  inductive  research  and  

grounded   theory   (Babbie,   2015;   Charmaz,   2003).   This   would   entail   that   individual   cases   and   experiences  will  form  the  basis  of  developing  more  abstract  conceptual  categories  for  ordering  

the  data  (Charmaz,  2003;  Gioia  et  al.,  2013).  For  this  reason,  this  study  will  collect  data  through  

semi-­‐structured   interviews.   A   semi-­‐structured   interview   can   be   described   as   "a   one-­‐sided  

conversation  in  which  the  respondent  is  allowed  free  rein  as  long  as  the  interviewer  considers   that  what  is  being  said  is,  or  might  be,  relevant"  (Fylan,  2005).  This  entails  that  the  content  of  the  

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set   of   questions   (Babbie,   2015;   Fylan,   2005).   Through   this   approach,   a   clear   overview   can   be  

made  of  the  development  process  and  the  management  practises  within.  The  literature  has  been  

consulted   to   form   these   guiding   topics   (see   Literature   Review)   with   suspension   of   judgement  

about   its   conclusions   to   allow   for   new   insights.   This   will   allow   the   study   to   contrast   and   built   upon   the   available   knowledge   and   to   provide   a   valid   contribution   to   academic   research,  

especially  because  the  topic  is  still  very  unexplored.  

 

3.2.  Sample  and  Data  Collection

For  this  study,  twelve  interviews  were  held  within  twelve  different  development  companies  in  

the   Netherlands.  The  size  of  these  companies  varied  from  three  to  thirty-­‐eight  employees  and   three  of  those  companies  are  seen  as  the  main  frontrunners  of  serious  game  development  within  

the   Netherlands.   The   size   of   the   development   teams   varied   significantly   per   company,   but  

contained   at   least   two   people   in   each   company,   namely   a   designer   and   a   programmer.   While   almost   all   development   companies   work   project-­‐based   and   through   clients,   one   company  

produces   only   one   commercial   serious   game   in   complete   ownership.   Furthermore,   a   few  

companies  are  part  of  research-­‐based  institutions  such  as  universities  and  so,  cannot  formally  be   referred   to   as   “companies”.   Even   so,   because   of   their   notable   similarity   to   other   development  

companies  in  leadership,  development  process  and  organizational  structure,  they  were  included  

in   this   study   and   will   be   part   of   the   “development   companies”   this   study   refers   to   in   the  

following   sections.   All   companies   develop   serious   games   for   public   sectors,   private   sectors   or   both.    

  During   the   data   collection,   it   appeared   that   respondents   preferred   the   term   project  

manager   instead   of   project   leader,   even   though   they   clearly   described   project   leadership   practises   according   to   Shenhar   (2004).   Because   of   this,   this   study   will   remain   using   the   term  

project  leader  instead  of  project  manager.  The  respondents  were  project  leaders  or  people  with   experience   in   project   leadership   that   currently   hold   different   positions   (see   Table   1).   In   two  

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positions   over   the   development   team   and   were   actively   involved   with   (project)   leadership  

practises,   management   of   the   development   team   and   organizational   strategies   within   serious  

game  development,  which  make  them  highly  relevant  for  contributing  to  the  exploratory  nature  

of   this   study.   Even   though   there   is   slight   variation   amongst   respondents,   all   of   them   will   be   referred  to  as  project  leaders,  as  a  way  to  emphasize  their  central  leadership  position  in  serious  

game  development.  Most  of  the  respondents  have  a  background  in  ICT-­‐related  studies  such  as  

interaction   design   and   all   respondents   hold   leadership   positions   over   serious   game   development  teams  within  these  companies.    This  sample  was  chosen  for  a  number  of  reasons.  

First   and   foremost,   the   respondents   all   have   experience   with   project   leadership.   Secondly,   all   respondent   work,   or   have   worked,   in   development   companies   focussed   on   serious   games.  

Because  of  this,  they  are  familiar  with  the  serious  game  development  process  and  its  challenges.  

Third,   most   of   these   companies   are   relatively   big   in   comparison   to   most   serious   game  

development   companies.   Because   of   this   size,   respondents   could   provide   a   better   overview   of   organizational   dynamics   and   company   culture.   In   Table   1   descriptive   characteristics   of   the  

respondents  are  provided.  These  descriptive  statistics  include  respondent  name,  their  position,  

company  size,  whether  or  not  the  company  has  an  internal  research  expert  and  the  respondent’s  

AEM-­‐Cube   test   results.   The   AEM-­‐Cube   test   (Robertson,   2005)   was   used   as   a   way   of   ‘thanking’   the   respondents   for   their   time   investment,   to   gain   a   deeper   insight   into   the   respondent’s  

leadership   orientation   and   to   support   claims   made   in   the   result   section   as   a   form   of   triangulation  (Babbie,  2015),  in  order  to  ensure  the  quality  of  this  study.  This  test  provided  an  

elaborate   report   and   was   used   with   the   aim   to   uncover   whether   the   respondent   is   orientated  

towards   stability   or   exploration   concerning   leadership   and   whether   the   respondent   values   human  relations  over  material  possessions  (Robertson,  2005).    

 

 

 

 

(22)

Table 1: Background characteristics of respondents Respondent   Position   Company  Size    

(as  shown  on  website)  

Orientation  

(AEM-­Cube  Test)    Internal  expert  

A   Project  Leader   3-­‐6  people   Exploratorive  and  

people  orientated    

no  

B   Project  Leader  /  

Professor  

Differs  per  project   /  available  interns   Exploratorive  and   people  orientated     no   C   Project  Leader  /   Professor  

8  people  +  interns   Exploratorive  and   people  orientated  

 

no  

D   Strategist   17  people   Exploratorive  and  

people  orientated    

yes  

E   CEO   3  people   Exploratorive  and  

people  orientated    

yes  

F   Strategist   12  people   Exploratorive  and  

people  orientated    

yes  

G   CEO   20  people   Exploratorive  and  

people  orientated    

no  

H   CEO   18  people   Stability  and  

object  orientated    

no  

I   Operational  

Manager  

38  people   Exploratorive  and  

people  orientated    

no  

J   Project  Leader   Temporary  

Collaboration   Exploratorive  and   people  orientated     no   K   Project  Leader  /   Professor  

5  people   Exploratorive  and  

people  orientated    

yes  

L   CEO   6  people   Stability  and  

people  orientated  

(23)

  The  data  collection  phase  took  place  between  March  2016  and  June  2016.  Ten  interviews  

were   conducted   on   location   and   two   through   Skype,   because   of   time   constrains   for   the  

respondent.  All  interviews  were  recorded  by  use  of  a  Yeti  Stereo  microphone  and  the  recording  

program  Garageband  to  ensure  sound  quality.  After,  the  interviews  were  transcribed  and  coded   through  NVivo,  a  software  program  ideal  for  coding  transcripts  effectively  (Babbie,  2015).  The  

respondents   were   obtained   through   a   non-­‐probability   sampling   method,   namely   snowball  

sampling  (Babbie,  2015).  This  sampling  method  was  an  ideal  choice  because  of  the  familiarity   between   the   different   development   companies.   Within   the   Dutch   serious   games   business   a  

significant   amount   of   the   companies   know   one   another   and   maintain   remarkably   close   relationships  through  co-­‐operation,  similar  backgrounds  and  education,  attending  similar  events  

and   conventions,   networking   and   friendly   competition.   This   population   is   small   and   relatively  

difficult  to  reach  because  of  these  companies’  niche  market  orientation.  Even  so,  during  the  data  

collection   stage   it   appeared   that   access   could   be   gained   using   the   knowledge   of   insiders   to   further   acquire   qualified   respondents   (Biernacki   &   Waldorf,   1981).   Furthermore,   research  

institutions   such   as   the   Netherlands   Organisation   for   Applied   Scientific   Research   (TNO),  

Hogeschool  voor  de  Kunsten  Utrecht  (HKU)  and  game  conventions  such  as  Dutch  Game  Garden  

allowed   for   quick   entrance   to   the   dense   network   of   qualified   respondents,   which   makes   snowball  sampling  the  ideal  strategy  for  this  study.  

 

3.3.  Method  of  Analysis  

To  make  a  correct  balance  between  the  actual  experiences  of  people  and  the  scientific  theorizing  

of  that  experience,  the  data  was  analyzed  according  to  the  Gioia  methodology  proposed  by  Gioia  

et  al.  (2013).  This  methodology  allowed  the  data  to  be  clearly  structured,  and  was  used  to  obtain   an  overview  of  patterns  and  key  themes.  According  to  Gioia  et  al.  (2013),  the  Gioia  methodology  

follows   several   steps   within   data   analysis   to   achieve   academically   valuable   insights.   First,   an   initial  data  coding  was  performed  that  maintains  the  integrity  of  first-­‐order  (informant-­‐centric)  

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