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Work and Employment in Creative Industries: The Video Games Industry in Germany, Sweden and Poland

Author

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  • Christina Teipen

    (Social Science Research Center Berlin (WZB))

Abstract

Do the institutions of labour regulation hamper the development of `new economy' industries in coordinated market economies? The article discusses the specific situation of the video games industry as a `creative industry' and its work and employment model. It examines the development of the value chain structure and its consequences for risk distribution among companies. The results show a very high employment flexibility of video game development companies in Germany, Sweden and Poland. Regulative or institutional constraints on flexibility do not play an important role. The example of Sweden demonstrates that even union representatives are no obstacle to flexibility.

Suggested Citation

  • Christina Teipen, 2008. "Work and Employment in Creative Industries: The Video Games Industry in Germany, Sweden and Poland," Economic and Industrial Democracy, Department of Economic History, Uppsala University, Sweden, vol. 29(3), pages 309-335, August.
  • Handle: RePEc:sae:ecoind:v:29:y:2008:i:3:p:309-335
    DOI: 10.1177/0143831X08092459
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    References listed on IDEAS

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    1. Jennifer Johns, 2006. "Video games production networks: value capture, power relations and embeddedness," Journal of Economic Geography, Oxford University Press, vol. 6(2), pages 151-180, April.
    2. Jürgens, Ulrich & Krzywdzinski, Martin & Teipen, Christina, 2006. "Changing work and employment relations in German industries: Breaking away from the German model?," Discussion Papers, Research Unit: Knowledge, Production Systems and Work SP III 2006-302, WZB Berlin Social Science Center.
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    Cited by:

    1. Hong Yu Liu, 2023. "Digital Taylorism in China’s e-commerce industry: A case study of internet professionals," Economic and Industrial Democracy, Department of Economic History, Uppsala University, Sweden, vol. 44(1), pages 262-279, February.
    2. 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.

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