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Policies for Creative Clusters: A Comparison between the Video Game Industries in Melbourne and Montreal

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  • Sebastien Darchen
  • Diane-Gabrielle Tremblay

Abstract

This paper analyses whether the video game industries in the main video game hubs in Australia and Canada have the attributes of creative clusters. Three components are analysed: (1) The significance of cross-fertilization with other creative fields in the emergence and growth of the cluster; (2) The benefits of clustering; (3) The role of policies in the maturation of those clusters. The case studies included are the most notable video game clusters in Canada and Australia: Montreal and Melbourne. The research methods applied are semi-directed interviews with policy advisors and game developers in each context. As an outcome of this research, its findings reveal that the video game industry in Melbourne cannot yet be qualified as a creative cluster but is rather still very much embedded in a technology culture. In Montreal, the cluster is more mature and presents the attributes of a creative cluster, as there are interrelations between the various actors of the cluster, and with other creative activities. In both contexts the impact of policies on the maturation of the cluster is limited; rather, attaining a critical mass of video game companies is necessary for cross-fertilization to occur .

Suggested Citation

  • Sebastien Darchen & Diane-Gabrielle Tremblay, 2015. "Policies for Creative Clusters: A Comparison between the Video Game Industries in Melbourne and Montreal," European Planning Studies, Taylor & Francis Journals, vol. 23(2), pages 311-331, February.
  • Handle: RePEc:taf:eurpls:v:23:y:2015:i:2:p:311-331
    DOI: 10.1080/09654313.2013.865712
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    References listed on IDEAS

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    1. F. Ted Tschang, 2007. "Balancing the Tensions Between Rationalization and Creativity in the Video Games Industry," Organization Science, INFORMS, vol. 18(6), pages 989-1005, December.
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