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HRM Practices in the Video Game Industry:

Author

Listed:
  • Francis Guérin

    (DySoLab - Laboratoire des Dynamiques Sociales - UNIROUEN - Université de Rouen Normandie - NU - Normandie Université - IRIHS - Institut de Recherche Interdisciplinaire Homme et Société - UNIROUEN - Université de Rouen Normandie - NU - Normandie Université)

  • Loïc Cadin

    (ESCP Europe - Ecole Supérieure de Commerce de Paris)

  • Robert Defillippi

Abstract

No abstract is available for this item.

Suggested Citation

  • Francis Guérin & Loïc Cadin & Robert Defillippi, 2006. "HRM Practices in the Video Game Industry:," Post-Print hal-01915523, HAL.
  • Handle: RePEc:hal:journl:hal-01915523
    DOI: 10.1016/j.emj.2006.05.002
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    Cited by:

    1. Claussen, Jörg & Falck, Oliver & Grohsjean, Thorsten, 2012. "The strength of direct ties: Evidence from the electronic game industry," International Journal of Industrial Organization, Elsevier, vol. 30(2), pages 223-230.
    2. Franziska Handrich & Sven Heidenreich & Tobias Kraemer, 2022. "Innovate or game over? Examining effects of product innovativeness on video game success," Electronic Markets, Springer;IIM University of St. Gallen, vol. 32(2), pages 987-1002, June.
    3. Parker, Owen N. & Mui, Rachel & Bhawe, Nachiket & Semadeni, Matthew, 2022. "Insight or ignorance: How collaborative history in a workgroup fits with project type to shape performance," Journal of Business Research, Elsevier, vol. 152(C), pages 154-167.
    4. Marc Bogdanowicz & Giuditta de Prato & Daniel Nepelski & Jean-Paul Simon & Wainer Lusoli, 2010. "Born Digital / Grown Digital: Assessing the Future Competitiveness of the EU Video Games Software Industry," JRC Research Reports JRC60711, Joint Research Centre.
    5. Stefan Koch & Michael Bierbamer, 2016. "Opening your product: impact of user innovations and their distribution platform on video game success," Electronic Markets, Springer;IIM University of St. Gallen, vol. 26(4), pages 357-368, November.

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