Subjectivities in Software Development from an STS and Social Institution Perspective, a Riot Games Case Study
Resumo
We are influenced and influence Social Institutions, which shape our subjectivities and, consequently, our actions, such as software engineering. In this work, we use a socio technical perspective to study and analyze the interrelation between the dimensions of an Information System, Social Institutions, and subjectivities, applied in the software company Riot Games. We develop a perception of co conducting culture and values between the requirements of an artifact and its other dimensions, for example, through organizational culture, habits, codes of conduct, among others.
Referências
Ventura, F. (2019) “ Steam deixa de vender jogo Bolsomito 2K18 após ordem judicial”. Tecnoblog. Available at: https://cutt.ly/4ysim0l
Escobar, A. (2018) “ Designs for the Pluriverse: Radical Interdependence, Autonomy, and the Making of Worlds”. Duke University, UK.
Montenegro, P. (2019) “ Polêmico jogo "Bolsomito 2K18" finalmente tem vendas encerradas pela Steam”. TudoCelular. Available at: https://cutt.ly/nysiECK
Walby, S. (1990) “ Theorizing Patriarchy”. 1st. ed. Basil Blackwell, UK.
Coelho, L. (2018) “ Em jogo, Bolsonaro espanca feministas e sem-teto”. Ponte Jornalismo. Available at: https://ponte.org/em-jogo-bolsonaro-espanca-feministas-e-sem-teto/
Souza, B., Bonifácio, B., Fernandes, P., Fontão, A., Dias-Neto, A. (2016). “ Explorando a Personalidade do Desenvolvedor em Ecossistemas de Software Móvel”. WASHES '16, pp. 51 - 60. SBC, Porto Alegre.
Fogel, S. (2018) “ Current and Former Riot Games Employees File Gender Discrimination Suit”. Variety. Available at: https://cutt.ly/KysiJLZ
Bogost, I. (2007) “ Persuasive Games, The Expressive Power of Videogames”, 1st. ed. The MIT Press, USA.
Simon, H. A. (1996) “ The Sciences of the Artificial”, 3rd. ed. The MIT Press, USA.
Cukierman, H. L., Teixeira, C. Prikladnicki, R. (2007) “ Um Olhar Sociotécnico sobre a Engenharia de Software”. RITA, vol. XIV, no. 2.
Rao, J. (2018) “ What Silicon Valley gets wrong (and right) about culture”. Quartz at Work. Available at: https://cutt.ly/JysiVrQ
Lakatos, E. M., Marconi, M. A. (2019) “ Sociologia Geral”. 8th. ed. Atlas, São Paulo.
Berger, P., Berger, B. (2004) “ O que é uma instituição social?” Sociologia e sociedade. Livros Técnicos e Científicos, Rio de Janeiro.
Anderson, P., Black, A., Machin, D., Watson, N. (2014) “ The Business Book: Big Ideas Simply Explained”. DK Publishing, USA.
Trivi, M. (2019) “ Como a violência aparece em Rape Day, o videogame sobre estupro de mulheres”. El País Brasil. Available at: https://cutt.ly/7ysi3I
D' Anastasio, C. (2018) “ Inside The Culture Of Sexism At Riot Games”. Kotaku. Available at: https://kotaku.com/inside-the-culture-of-sexism-at-riot-games1828165483
Rand, E. (2019) “ How we got here: A timeline of the Riot Games cultural controversy”. ESPN. Available at: https://cutt.ly/Nysi72a
Almeida, B. O., et al. (2019) “ Violência de Gênero nos Jogos O papel da indústria dos jogos na banalização da violência contra a mulher”. SBGames'19, pp. 826 - 834. Rio de Janeiro, Rio de Janeiro.
Prokopenko, S. (2015) “ Common Mistakes of Drawing Breasts ”. Proko. Available at: https://www.proko.com/common-mistakes-of-drawing-breasts/
Havlíček, J., et al. (2017) “ Men's preferences for women's breast size and shape in four cultures”. Evolution and Human Behavior, vol. 38, no. 2, Pages 217 - 226.
Carvalho, L. P., Cappelli, C. (2018) “ Sexism and League of Legends: NFR aesthetic analyses”. ERSI'18, pp. 38 - 45. Rio de Janeiro, Friburgo.
Carvalho, L. P., Cappelli, C., Pimentel, M. (2018) “ Sexismo e League of Legends: Comunidade Externa e Interna”. ABCiber'18. Minas Gerais, Juiz de Fora.
Kollar, P. (2016) “ The past, present and future of League of Legends studio Riot Games”. Polygon. Available at: https://cutt.ly/Wyso8Dh
Seumas, M. (2019) “ Social Institutions”. The Stanford Encyclopedia of Philosophy (Summer 2019 Edition). Available at: https://cutt.ly/Jyso2z3
Ludwig, K. (2017) “ From Plural to Institutional Agency. Collective Action II”. Oxford University Press, UK.
Giddens, A., Duneier, M., Appelbaum, R. P., Carr, D. (2018) “ Introduction to Sociology”. 11th. ed. W.W. Norton & Company, New York.
Tomley, S., Hobbs, M., Todd, M., Weeks, M. (2015). “ The Sociology Book: Big Ideas Simply Explained”. DK Publishing, USA.
Resende, C., Ribeiro, L. P. (2017) “ Breve ensaio sobre o conceito de vulnerabilidade social: exclusão social, trabalho, democracia e empoderamento”. In: Percurso Acadêmico, vol. 7, no. 14. Minas Gerais, Belo Horizonte.
Turner, J. H., Boyns, D. E. (2001) “ The Return of Grand Theory”. In: Handbook of sociological theory, pp. 353 - 378. Springer, USA.
Mazar A., Wood W. (2018) “ Defining Habit in Psychology”. In: The Psychology of Habit, pp. 13 - 29. Springer, Cham.
Shah, R., Pesan, J. (2005) “ Nurturing Software: How Societal Institutions Shape the Development of Software”. Communications of the ACM, vol. 48, no. 9, pp. 80 - 85.
Leonardi, P. M., Nardi, B. A., Kallinikos, J. (2013) “ Materiality and Organizing: Social Interaction in a Technological World”. 1st. ed. Oxford University Press, USA.
Yin, R. K. (2018) “ Case Study Research and Applications. Design and Methods ”, 6th ed. SAGE, USA.
Avgerou, C. (2002) “ Information Systems and Global Diversity”. 1st. ed. Oxford University Press, UK.
Weststar, J., Marie-Josée, L. (2019) “ Building Momentum for Collectivity in the Digital Game Community”. Television & New Media, vol. 20, no. 8, pp. 848 - 861.
Gilb, T., Finzi, S. (1988) “ Principles Of Software Engineering Management”. 1st. ed. Addison-Wesley Professional, USA.