Subjectivities in Software Development from an STS and Social Institution Perspective, a Riot Games Case Study

  • Luiz Paulo Carvalho UFRJ
  • Jonice Oliveira UFRJ

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.

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Publicado
30/06/2020
CARVALHO, Luiz Paulo; OLIVEIRA, Jonice . Subjectivities in Software Development from an STS and Social Institution Perspective, a Riot Games Case Study. In: WORKSHOP SOBRE ASPECTOS SOCIAIS, HUMANOS E ECONÔMICOS DE SOFTWARE (WASHES), 5. , 2020, Cuiabá. Anais [...]. Porto Alegre: Sociedade Brasileira de Computação, 2020 . p. 61-70. ISSN 2763-874X. DOI: https://doi.org/10.5753/washes.2020.11198.