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

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  • Teipen, Christina

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 obstacJe to flexibility.

Suggested Citation

  • Teipen, Christina, 2008. "Work and Employment in Creative Industries: The Video Games Industry in Germany, Sweden and Poland," EconStor Open Access Articles and Book Chapters, ZBW - Leibniz Information Centre for Economics, vol. 29(3), pages 309-335.
  • Handle: RePEc:zbw:espost:343964
    DOI: 10.1177/0143831X08092459
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    References listed on IDEAS

    as
    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.
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