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Getting The Measure Of The Electronic Games Industry: Developers And The Management Of Innovation

Author

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  • ANDREW GRANTHAM

    (Centre for Research in Innovation Management, University of Brighton, The Freeman Centre, (University of Sussex Campus), United Kingdom)

  • RAPHAEL KAPLINSKY

    (Centre for Research in Innovation Management, University of Brighton, The Freeman Centre, (University of Sussex Campus), United Kingdom)

Abstract

The electronic games industry has grown within the space of a decade to a $40bn global industry. Yet, at least in the UK, the management of innovation in the software development sector reflects the industry's bedroom origins. Visits to major buyers in the US by UK games developers show that publishers increasingly require more sophisticated management procedures from developers, including that with respect to the management of innovation. This paper reports on the development of industry-specific indicators to be used in processes of innovation management, benchmarking innovation practices and performance within the framework of value chain analysis. This provides the sector with a framework for more routinised innovation practices, and is also of relevance to the management of innovation in other software-intensive sectors.

Suggested Citation

  • Andrew Grantham & Raphael Kaplinsky, 2005. "Getting The Measure Of The Electronic Games Industry: Developers And The Management Of Innovation," International Journal of Innovation Management (ijim), World Scientific Publishing Co. Pte. Ltd., vol. 9(02), pages 183-213.
  • Handle: RePEc:wsi:ijimxx:v:09:y:2005:i:02:n:s136391960500123x
    DOI: 10.1142/S136391960500123X
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    Citations

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    Cited by:

    1. Francesco Izzo & Barbara Masiello, 2015. "Strategie di innovazione nelle imprese creative di servizi," ECONOMIA E DIRITTO DEL TERZIARIO, FrancoAngeli Editore, vol. 2015(1), pages 63-104.
    2. Yohanes Kadarusman, 2012. "Knowledge Acquisition: Lessons from Local and Global Interaction in the Indonesian Consumer Electronics Sector," Institutions and Economies (formerly known as International Journal of Institutions and Economies), Faculty of Economics and Administration, University of Malaya, vol. 4(2), pages 65-100, July.
    3. Niccolò Innocenti & Luciana Lazzeretti, 2018. "Relatedness and growth: The impact of creative industries to the wider economy," Papers in Evolutionary Economic Geography (PEEG) 1819, Utrecht University, Department of Human Geography and Spatial Planning, Group Economic Geography, revised Apr 2018.
    4. Christina Teipen, 2016. "The Implications of the Value Chain and Financial Institutions for Work and Employment: Insights from the Video Game Industry in Poland, Sweden and Germany," British Journal of Industrial Relations, London School of Economics, vol. 54(2), pages 311-333, June.
    5. Sapsed, Jonathan & Grantham, Andrew & DeFillippi, Robert, 2007. "A bridge over troubled waters: Bridging organisations and entrepreneurial opportunities in emerging sectors," Research Policy, Elsevier, vol. 36(9), pages 1314-1334, November.
    6. Ian Miles & Lawrence Green, 2010. "Innovation and Creative Services," Chapters, in: Faïz Gallouj & Faridah Djellal (ed.), The Handbook of Innovation and Services, chapter 8, Edward Elgar Publishing.

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