IDEAS home Printed from https://ideas.repec.org/a/vrs/ijcoma/v59y2023i4p34-57n6.html
   My bibliography  Save this article

Playing with social relationships. Their role among actors in the video game industry

Author

Listed:
  • Czernek-Marszałek Katarzyna

    (* University of Economics in Katowice, Department of Management Theory, ul. 1 Maja 50, 40-287, Katowice, Poland)

  • Klimas Patrycja

    (** Wrocław University of Economics and Business, Department of Advanced Research in Management, ul. Komandorska 118/120, 53-345 Wrocław, Poland)

  • Wójcik Dagmara

    (*** University of Economics in Katowice, Department of Management Theory, ul. 1 Maja 50, 40-287, Katowice, Poland)

Abstract

This paper focuses on social (informal, interpersonal) relationships and identifies their positive effects on business activity in – a rarely empirically analyzed – the video game industry.

Suggested Citation

  • 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.
  • Handle: RePEc:vrs:ijcoma:v:59:y:2023:i:4:p:34-57:n:6
    DOI: 10.2478/ijcm-2023-0012
    as

    Download full text from publisher

    File URL: https://doi.org/10.2478/ijcm-2023-0012
    Download Restriction: no

    File URL: https://libkey.io/10.2478/ijcm-2023-0012?utm_source=ideas
    LibKey link: if access is restricted and if your library uses this service, LibKey will redirect you to where you can use your library subscription to access this item
    ---><---

    References listed on IDEAS

    as
    1. 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.
    2. G. Parmentier & Vincent Mangematin, 2014. "Orchestrating innovation with user communities in the creative industries," Post-Print halshs-00848861, HAL.
    3. Anne-Sophie Fernandez & Fréderic Le Roy & Devi Gnyawali, 2014. "Sources and management of tension in co-opetition case evidence from telecommunications satellites manufacturing in Europe," Post-Print hal-02042458, HAL.
    4. Patrycja Klimas & Wojciech Czakon, 2018. "Organizational innovativeness and coopetition: a study of video game developers," Review of Managerial Science, Springer, vol. 12(2), pages 469-497, March.
    5. 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.
    6. Patrick Cohendet & David Grandadam & Chahira Mehouachi & Laurent Simon, 2018. "The local, the global and the industry common: the case of the video game industry," Journal of Economic Geography, Oxford University Press, vol. 18(5), pages 1045-1068.
    7. F. Ted Tschang, 2005. "Videogames As Interactive Experiential Products And Their Manner Of Development," International Journal of Innovation Management (ijim), World Scientific Publishing Co. Pte. Ltd., vol. 9(01), pages 103-131.
    8. Chiambaretto, Paul & Massé, David & Mirc, Nicola, 2019. "“All for One and One for All?” - Knowledge broker roles in managing tensions of internal coopetition: The Ubisoft case," Research Policy, Elsevier, vol. 48(3), pages 584-600.
    9. Ek Styvén, Maria & Näppä, Anna & Mariani, Marcello & Nataraajan, Rajan, 2022. "Employee perceptions of employers’ creativity and innovation: Implications for employer attractiveness and branding in tourism and hospitality," Journal of Business Research, Elsevier, vol. 141(C), pages 290-298.
    10. Paul Chiambaretto & David Massé & Nicola Mirc, 2019. "“All for One and One for All?” - Knowledge broker roles in managing tensions of internal coopetition: The Ubisoft case," Post-Print hal-02104540, HAL.
    11. Le Roy, Frédéric & Robert, Frank & Hamouti, Rizlane, 2022. "Vertical vs horizontal coopetition and the market performance of product innovation: An empirical study of the video game industry," Technovation, Elsevier, vol. 112(C).
    12. Hoang, Ha & Antoncic, Bostjan, 2003. "Network-based research in entrepreneurship: A critical review," Journal of Business Venturing, Elsevier, vol. 18(2), pages 165-187, March.
    13. Tomkins, Cyril, 2001. "Interdependencies, trust and information in relationships, alliances and networks," Accounting, Organizations and Society, Elsevier, vol. 26(2), pages 161-191, March.
    14. Virgile Chassagnon & Marilyne Audran, 2011. "The Impact Of Interpersonal Networks On The Innovativeness Of Inventors: From Theory To Empirical Evidence," International Journal of Innovation Management (ijim), World Scientific Publishing Co. Pte. Ltd., vol. 15(05), pages 931-958.
    15. G. Parmentier & Vincent Mangematin, 2014. "Orchestrating innovation with user communities in the creative industries," Grenoble Ecole de Management (Post-Print) halshs-00848861, HAL.
    16. Hiro Izushi & Yuko Aoyama, 2006. "Industry Evolution and Cross-Sectoral Skill Transfers: A Comparative Analysis of the Video Game Industry in Japan, the United States, and the United Kingdom," Environment and Planning A, , vol. 38(10), pages 1843-1861, October.
    17. Milena Ratajczak-Mrozek, 2014. "The Importance of Locally Embedded Personal Relationships for SME Internationalisation Processes – from Opportunity Recognition to Company Growth," Journal of Entrepreneurship, Management and Innovation, Fundacja Upowszechniająca Wiedzę i Naukę "Cognitione", vol. 10(3), pages 89-108.
    18. Parmentier, Guy & Mangematin, Vincent, 2014. "Orchestrating innovation with user communities in the creative industries," Technological Forecasting and Social Change, Elsevier, vol. 83(C), pages 40-53.
    19. Giuditta DE PRATO & Claudio FEIJÓO & Jean-Paul SIMON, 2014. "Innovations in the Video Game Industry: Changing Global Markets," Communications & Strategies, IDATE, Com&Strat dept., vol. 1(94), pages 17-38, 2nd quart.
    20. Karima Kourtit & Peter Nijkamp & Frans Van Vught, 2014. "Clusters of supernova stars in knowledge-based spaces: value creation through cooperation," International Journal of Global Environmental Issues, Inderscience Enterprises Ltd, vol. 13(2/3/4), pages 235-257.
    21. Julie M. Hite, 2005. "Evolutionary Processes and Paths of Relationally Embedded Network Ties in Emerging Entrepreneurial Firms," Entrepreneurship Theory and Practice, , vol. 29(1), pages 113-144, January.
    22. Yong Sun & Wenan Tan & Lingxia Li & Weiming Shen & Zhuming Bi & Xiaoming Hu, 2016. "A new method to identify collaborative partners in social service provider networks," Information Systems Frontiers, Springer, vol. 18(3), pages 565-578, June.
    23. Marchand, André & Hennig-Thurau, Thorsten, 2013. "Value Creation in the Video Game Industry: Industry Economics, Consumer Benefits, and Research Opportunities," Journal of Interactive Marketing, Elsevier, vol. 27(3), pages 141-157.
    24. Aoyama, Yuko & Izushi, Hiro, 2003. "Hardware gimmick or cultural innovation? Technological, cultural, and social foundations of the Japanese video game industry," Research Policy, Elsevier, vol. 32(3), pages 423-444, March.
    Full references (including those not matched with items on IDEAS)

    Most related items

    These are the items that most often cite the same works as this one and are cited by the same works as this one.
    1. Patrycja Klimas & Wojciech Czakon, 2018. "Organizational innovativeness and coopetition: a study of video game developers," Review of Managerial Science, Springer, vol. 12(2), pages 469-497, March.
    2. 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.
    3. 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.
    4. Sea Matilda Bez & Frédéric Le Roy, 2022. "Open Innovation and Coopetition," Post-Print hal-03920452, HAL.
    5. 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.
    6. Sven Heidenreich & Franziska Handrich & Tobias Kraemer, 2023. "Flawless victory! Investigating search and experience qualities as antecedent predictors of video game success," Electronic Markets, Springer;IIM University of St. Gallen, vol. 33(1), pages 1-20, December.
    7. Nathalie Schieb-Bienfait & Anne-Laure Saives & Brigitte Charles-Pauvers & Sandrine Emin & Hélène Morteau, 2018. "Grouping and/or grounding : a closer look at cultural quarters and creative cluster management in Nantes (France)," Post-Print hal-02502524, HAL.
    8. Sandra Dubouloz & Anne Berthinier-Poncet & Luciana Castro Gonçalves & Emilie Ruiz & Catherine Thevenard-Puthod, 2021. "Innovation communities: from their characterization to the questioning of their boundaries [Comunidades de innovación: desde su caracterización hasta el cuestionamiento de sus fronteras]," Post-Print hal-02891869, HAL.
    9. Corbo, Leonardo & Kraus, Sascha & Vlačić, Božidar & Dabić, Marina & Caputo, Andrea & Pellegrini, Massimiliano M., 2023. "Coopetition and innovation: A review and research agenda," Technovation, Elsevier, vol. 122(C).
    10. Homero Rodríguez-Insuasti & Néstor Montalván-Burbano & Otto Suárez-Rodríguez & Marcela Yonfá-Medranda & Katherine Parrales-Guerrero, 2022. "Creative Economy: A Worldwide Research in Business, Management and Accounting," Sustainability, MDPI, vol. 14(23), pages 1-27, November.
    11. Di Vaio, Assunta & Palladino, Rosa & Pezzi, Alberto & Kalisz, David E., 2021. "The role of digital innovation in knowledge management systems: A systematic literature review," Journal of Business Research, Elsevier, vol. 123(C), pages 220-231.
    12. Cabras, Ignazio & Goumagias, Nikolaos D. & Fernandes, Kiran & Cowling, Peter & Li, Feng & Kudenko, Daniel & Devlin, Sam & Nucciarelli, Alberto, 2017. "Exploring survival rates of companies in the UK video-games industry: An empirical study," Technological Forecasting and Social Change, Elsevier, vol. 117(C), pages 305-314.
    13. Ryan Rumble & Vincent Mangematin, 2015. "Business Model Implementation: The Antecedents of Multi-Sidedness," Grenoble Ecole de Management (Post-Print) hal-01183388, HAL.
    14. Aurora Carneiro Zen & Bruno Anicet Bittencourt & Jose-Luis Hervas-Oliver & Ronald Rojas-Alvarado, 2022. "Sustainability-Oriented Transition in Clusters: A Multilevel Framework from Induction," Sustainability, MDPI, vol. 14(7), pages 1-19, April.
    15. repec:hal:gemwpa:hal-01183388 is not listed on IDEAS
    16. AlNuaimi, Bader K. & Kumar Singh, Sanjay & Ren, Shuang & Budhwar, Pawan & Vorobyev, Dmitriy, 2022. "Mastering digital transformation: The nexus between leadership, agility, and digital strategy," Journal of Business Research, Elsevier, vol. 145(C), pages 636-648.
    17. Ryan Rumble & Vincent Mangematin, 2015. "Business Model Implementation: The Antecedents of Multi-Sidedness," Post-Print hal-01183388, HAL.
    18. Xuefang Xie & Xuemei Xie & Carla Martínez-Climent, 2019. "Identifying the factors determining the entrepreneurial ecosystem of internet cultural industries in emerging economies," International Entrepreneurship and Management Journal, Springer, vol. 15(2), pages 503-522, June.
    19. Ho-Dac, Nga N., 2020. "The value of online user generated content in product development," Journal of Business Research, Elsevier, vol. 112(C), pages 136-146.
    20. Gupta, Anushri & Panagiotopoulos, Panos & Bowen, Frances, 2020. "An orchestration approach to smart city data ecosystems," Technological Forecasting and Social Change, Elsevier, vol. 153(C).
    21. Francisco Javier Forcadell & Elisa Aracil & Fernando Ubeda, 2020. "Using reputation for corporate sustainability to tackle banks digitalization challenges," Business Strategy and the Environment, Wiley Blackwell, vol. 29(6), pages 2181-2193, September.

    Corrections

    All material on this site has been provided by the respective publishers and authors. You can help correct errors and omissions. When requesting a correction, please mention this item's handle: RePEc:vrs:ijcoma:v:59:y:2023:i:4:p:34-57:n:6. See general information about how to correct material in RePEc.

    If you have authored this item and are not yet registered with RePEc, we encourage you to do it here. This allows to link your profile to this item. It also allows you to accept potential citations to this item that we are uncertain about.

    If CitEc recognized a bibliographic reference but did not link an item in RePEc to it, you can help with this form .

    If you know of missing items citing this one, you can help us creating those links by adding the relevant references in the same way as above, for each refering item. If you are a registered author of this item, you may also want to check the "citations" tab in your RePEc Author Service profile, as there may be some citations waiting for confirmation.

    For technical questions regarding this item, or to correct its authors, title, abstract, bibliographic or download information, contact: Peter Golla (email available below). General contact details of provider: https://www.sciendo.com .

    Please note that corrections may take a couple of weeks to filter through the various RePEc services.

    IDEAS is a RePEc service. RePEc uses bibliographic data supplied by the respective publishers.