{"id":{"repo_id":"otago-polytech","oai_identifier":"oai:researchbank.ac.nz:10652/6488"},"canonical_url":"https://search.dev.ndltd.org/etd/otago-polytech/oai:researchbank.ac.nz:10652/6488","repository":{"repo_id":"otago-polytech","name":"Otago Polytechnic","base_url":"https://www.researchbank.ac.nz/server/oai/request"},"display":{"title":"Communication and trust in a rapidly changing environment: Product Owners in the gaming industry","abstract":"The gaming industry in New Zealand, and the world, is rapidly growing and changing. NZ’s Interactive media sector earned $323.9 million in the year preceding the 1st of April 2020, increasing by $121 million on the previous year (New Zealand Game Developers Association Survey, 2020). The gaming industry all around the world not only survived but showed extreme resilience amid a global pandemic - seeing increased demand from gamers as they stayed in their homes and enjoyed the products from this industry more than ever before. The research reported on in this thesis originally aimed to discover how the role of the Product Owner in game development projects could be improved. The environment in which this research journey took place was rapidly changing and volatile due to both ever-changing business needs, and because of the COVID-19 pandemic. I found, in the chaos, through extensive action research cycles and personal reflection that the role of the Product Owner in game development is poorly defined. I conclude that the ability to build trust and communication pathways to provide context and requirements were the most important factors discovered that contributed towards successful project outcomes for both the Product Owner and Team Members.","abstract_html":"The gaming industry in New Zealand, and the world, is rapidly growing and changing. NZ’s Interactive media sector earned $323.9 million in the year preceding the 1st of April 2020, increasing by $121 million on the previous year (New Zealand Game Developers Association Survey, 2020). The gaming industry all around the world not only survived but showed extreme resilience amid a global pandemic - seeing increased demand from gamers as they stayed in their homes and enjoyed the products from this industry more than ever before. The research reported on in this thesis originally aimed to discover how the role of the Product Owner in game development projects could be improved. The environment in which this research journey took place was rapidly changing and volatile due to both ever-changing business needs, and because of the COVID-19 pandemic. I found, in the chaos, through extensive action research cycles and personal reflection that the role of the Product Owner in game development is poorly defined. I conclude that the ability to build trust and communication pathways to provide context and requirements were the most important factors discovered that contributed towards successful project outcomes for both the Product Owner and Team Members.","abstract_has_math":true,"creators":["Brosnahan, Thomas"],"institution":"Otago Polytechnic | Te Pūkenga","degree_name":"Master of Professional Practice","degree_level":"Masters","degree_discipline":null,"degree_department":null,"school":null,"contributors":[],"advisors":[],"committee_chairs":[],"committee_members":[],"year":2021,"date_issued":"2021","date_published":"2021","updated_at":"2026-07-27T20:28:17Z","subjects":["video games","Product Owner","communication","trust","organisational change","gaming"],"languages":["en"],"rights":["This thesis is publicly available under a Creative Commons Attribution-NonCommercial-NoDerivatives licence CC BY-NC-ND 4.0 International. This licence applies except where otherwise indicated, especially for images. https://creativecommons.org/licenses/by-nc-nd/4.0/"],"rights_urls":[],"identifier_entries":[]},"links":{"outbound_url":"https://hdl.handle.net/10652/6488","outbound_label":"Handle","outbound_source":"dc:identifier.uri"},"metadata_groups":[{"id":"people","label":"People","entries":[{"key":"dc:creator","label":"Author","values":["Brosnahan, Thomas"]}]},{"id":"academic_context","label":"Academic Context","entries":[{"key":"dc:date.accessioned","label":"Dc Date Accessioned","values":["2024-09-19T02:52:36Z"]},{"key":"dc:date.available","label":"Dc Date Available","values":["2024-09-19T02:52:36Z"]},{"key":"dc:date.issued","label":"Date","values":["2021"]},{"key":"dc:type","label":"Dc Type","values":["Masters Thesis"]},{"key":"thesis:degree_level","label":"Degree Level","values":["Masters"]},{"key":"thesis:degree_name","label":"Degree Name","values":["Master of Professional Practice"]},{"key":"thesis:institution_name","label":"Thesis Institution Name","values":["Otago Polytechnic | Te Pūkenga"]}]},{"id":"subjects_keywords","label":"Subjects and Keywords","entries":[{"key":"dc:subject","label":"Dc Subject","values":["video games","Product Owner","communication","trust","organisational change","gaming"]}]},{"id":"language_rights","label":"Language and Rights","entries":[{"key":"dc:language.iso","label":"Language (ISO)","values":["en"]},{"key":"dc:rights","label":"Dc Rights","values":["This thesis is publicly available under a Creative Commons Attribution-NonCommercial-NoDerivatives licence CC BY-NC-ND 4.0 International. 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The research reported on in this thesis originally aimed to discover how the role of the Product Owner in game development projects could be improved. The environment in which this research journey took place was rapidly changing and volatile due to both ever-changing business needs, and because of the COVID-19 pandemic. I found, in the chaos, through extensive action research cycles and personal reflection that the role of the Product Owner in game development is poorly defined. I conclude that the ability to build trust and communication pathways to provide context and requirements were the most important factors discovered that contributed towards successful project outcomes for both the Product Owner and Team Members."]},{"key":"dc:title","label":"Title","values":["Communication and trust in a rapidly changing environment: Product Owners in the gaming industry"]}]}],"canonical_facts":{"dc:creator":["Brosnahan, Thomas"],"dc:date.accessioned":["2024-09-19T02:52:36Z"],"dc:date.available":["2024-09-19T02:52:36Z"],"dc:date.issued":["2021"],"dc:description.abstract":["The gaming industry in New Zealand, and the world, is rapidly growing and changing. NZ’s Interactive media sector earned $323.9 million in the year preceding the 1st of April 2020, increasing by $121 million on the previous year (New Zealand Game Developers Association Survey, 2020). The gaming industry all around the world not only survived but showed extreme resilience amid a global pandemic - seeing increased demand from gamers as they stayed in their homes and enjoyed the products from this industry more than ever before. The research reported on in this thesis originally aimed to discover how the role of the Product Owner in game development projects could be improved. The environment in which this research journey took place was rapidly changing and volatile due to both ever-changing business needs, and because of the COVID-19 pandemic. I found, in the chaos, through extensive action research cycles and personal reflection that the role of the Product Owner in game development is poorly defined. 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This licence applies except where otherwise indicated, especially for images. https://creativecommons.org/licenses/by-nc-nd/4.0/"],"dc:subject":["video games","Product Owner","communication","trust","organisational change","gaming"],"dc:title":["Communication and trust in a rapidly changing environment: Product Owners in the gaming industry"],"dc:type":["Masters Thesis"],"thesis:degree_level":["Masters"],"thesis:degree_name":["Master of Professional Practice"],"thesis:institution_name":["Otago Polytechnic | Te Pūkenga"]},"updated_at":"2026-07-27T20:28:17Z"}