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Gaming innovation ecosystem: actors, roles and co-innovation processes

Author

Listed:
  • Patrycja Klimas

    (Wroclaw University of Economics and Business)

  • Wojciech Czakon

    (Jagiellonian University)

Abstract

Burgeoning research on innovation ecosystems offers a variety of conceptual approaches. Recent systematic literature reviews and syntheses provide a rich, diverse, but somehow abstract view of IEs. Our study advances the literature by taking the perspective of those involved in IEs. We aim to identify how various actors contribute to co-innovation in innovation ecosystems. In order to do so, our aim is to establish the various types of actors (who?), the distinct roles (what?), the different stages (when?), and the diverse engagement in co-innovation processes (how?). The study investigates the Polish Gaming Innovation Ecosystem as a globally successful example of a knowledge-intensive and highly creative innovation ecosystem. Data was collected over 3 years (between 2015 and 2017), in three waves of interviews (38) and non-participatory observations (5). We find that Gaming Innovation Ecosystem participants identify a total of 12 types of collective actors, 9 types of individual actors, and 1 community of individuals. Furthermore, we find four distinctive roles that actors may play in the co-creation processes, that is: direct value creation, supporting value creation, encouraging entrepreneurship, and leadership. Finally, we structure the co-innovation process into five stages: co-discovery, co-development, co-deployment, co-delivery and co-dissemination. We identify the diverse scope and varied intensity of actors’ engagement, depending on the co-innovation phase, as perceived by our informants.

Suggested Citation

  • Patrycja Klimas & Wojciech Czakon, 2022. "Gaming innovation ecosystem: actors, roles and co-innovation processes," Review of Managerial Science, Springer, vol. 16(7), pages 2213-2259, October.
  • Handle: RePEc:spr:rvmgts:v:16:y:2022:i:7:d:10.1007_s11846-022-00518-8
    DOI: 10.1007/s11846-022-00518-8
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    References listed on IDEAS

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    Cited by:

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    2. Czernek-Marszałek Katarzyna & Klimas Patrycja & Wójcik Dagmara, 2023. "Playing with social relationships. Their role among actors in the video game industry," International Journal of Contemporary Management, Sciendo, vol. 59(4), pages 34-57, December.
    3. Bank for International Settlements, 2024. "The economic implications of services in the metaverse," BIS Papers, Bank for International Settlements, number 144.
    4. María Fernández-Raga & Darija Aleksić & Aysun Kapucugil İkiz & Magdalena Markiewicz & Herbert Streit, 2023. "Development of a Comprehensive Process for Introducing Game-Based Learning in Higher Education for Lecturers," Sustainability, MDPI, vol. 15(4), pages 1-18, February.
    5. Wen Qi & Yanyang Yan & Hongbing Yin, 2023. "Protecting Innovation Sustainability: R&D Manipulation and Effective Regulation Based on a Two-Scenario Evolutionary Game Perspective," Sustainability, MDPI, vol. 15(12), pages 1-21, June.
    6. Ricarda B. Bouncken & Sascha Kraus & Antonio Lucas Ancillo, 2022. "Management in times of crises: reflections on characteristics, avoiding pitfalls, and pathways out," Review of Managerial Science, Springer, vol. 16(7), pages 2035-2046, October.
    7. Ricarda B. Bouncken & Martin Ratzmann & Jeffrey G. Covin, 2023. "Fluffy cuffs: SME’s innovation in alliances with buyer firms," Small Business Economics, Springer, vol. 61(3), pages 1231-1251, October.

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    More about this item

    Keywords

    Co-innovation; Ecosystems; Co-creation; Game development; Gaming industry; NPD;
    All these keywords.

    JEL classification:

    • L14 - Industrial Organization - - Market Structure, Firm Strategy, and Market Performance - - - Transactional Relationships; Contracts and Reputation
    • L82 - Industrial Organization - - Industry Studies: Services - - - Entertainment; Media
    • O36 - Economic Development, Innovation, Technological Change, and Growth - - Innovation; Research and Development; Technological Change; Intellectual Property Rights - - - Open Innovation

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