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‘It’s Not Fair!’: Game and Affective Communities of Entrepreneurship

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Passion and Entrepreneurship

Abstract

In this chapter we take a cultural interpretative perspective on passion and entrepreneurship to explore how passions are discovered in becoming an embodied entrepreneur as part of community. Taking the view that an entrepreneur is always, already, a part of her social networks, passions emerge as an affective response to market uncertainty. In our analysis we trace the repetitive and culture-producing aspects of ritualistic play of the Werewolf social game as a part the of meaningful building of tech start-up community cultures. Through exploration of the repetitive game cycles, we highlight the role of game design in facilitating a spatial arrangement of conferences and networks as lived-spaces for becoming entrepreneurs, through which a community emerges. The werewolf gaming presents cyclical opportunities for the normalization of affective responses and offers embodied alternatives to the calculative or self-regulating roles of the conventional strategic risk-taker passions. Furthermore, we find that passions emerge in the game play as a response to game design rather than directed by the goal of winning.

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Mitchell, L., Taalas, S.L. (2020). ‘It’s Not Fair!’: Game and Affective Communities of Entrepreneurship. In: Baraldi, E., Guercini, S., Lindahl, M., Perna, A. (eds) Passion and Entrepreneurship. Palgrave Macmillan, Cham. https://doi.org/10.1007/978-3-030-47933-6_5

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