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Innovation et création dans le jeu vidéo. Comment concilier exploration et exploitation ?

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  • Guy Parmentier
  • Vincent Mangematin

Abstract

How do small and medium enterprises combine exploration to innovate and develop radically new games and exploitation of existing products? We focus on the videogame industry where firms deal with complex innovations, both technological and editorial (artistic) innovation. Based on 10 case studies of small firms (under 100 employees), two ways to manage the tensions between exploration and exploitation are characterised: project management within the firm, with engineers and developers dedicated to specific projects and outsourcing of creative activities, especially editorial innovation managed by specialised firms which are highly connected with gamer communities. The paper shows that artistic and editorial innovation can more easily be outsourced than technological innovation.

Suggested Citation

  • Guy Parmentier & Vincent Mangematin, 2009. "Innovation et création dans le jeu vidéo. Comment concilier exploration et exploitation ?," Revue française de gestion, Lavoisier, vol. 0(1), pages 71-87.
  • Handle: RePEc:cai:rfglav:rfg_191_0071
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    Cited by:

    1. Romain Gandia & Sébastien Brion & Caroline Danièle Mothe, 2011. "Innovation ouverte et management de la propriété intellectuelle : quelles stratégies dans le secteur du jeu vidéo ?," Post-Print hal-00919298, HAL.
    2. Panourgias, Nikiforos S. & Nandhakumar, Joe & Scarbrough, Harry, 2014. "Entanglements of creative agency and digital technology: A sociomaterial study of computer game development," Technological Forecasting and Social Change, Elsevier, vol. 83(C), pages 111-126.
    3. Popadiuk, Silvio, 2012. "Scale for classifying organizations as explorers, exploiters or ambidextrous," International Journal of Information Management, Elsevier, vol. 32(1), pages 75-87.
    4. Romain Gandia & Elodie Gardet & Gabriel Guallino, 2016. "Quelles stratégies pour gérer les asymétries d'interdépendance ? Une application aux studios de jeu vidéo français," Post-Print hal-01592912, HAL.
    5. Romain Gandia & Elodie Gardet, 2012. "Sources de dépendance et stratégies pour innover. Une application aux studios de jeu vidéo français," Post-Print hal-01293352, HAL.

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