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Managing Creative Teams in Small Ambidextrous Organizations: The Case of Videogames

Author

Listed:
  • Guy Parmentier

    (CERAG - Centre d'études et de recherches appliquées à la gestion - UGA [2016-2019] - Université Grenoble Alpes [2016-2019])

  • Thierry Picq

    (Euristik - Equipe de Recherche en management stratégique - UJML - Université Jean Moulin - Lyon 3 - Université de Lyon - MAGELLAN - Laboratoire de Recherche Magellan - UJML - Université Jean Moulin - Lyon 3 - Université de Lyon - Institut d'Administration des Entreprises (IAE) - Lyon)

Abstract

Ambidexterity, the simultaneous management of exploration and exploitation activities, is difficult to apply in small and medium-sized organizations (SMEs) in the creative industries, because these companies need to constantly innovate to keep up with technological developments and support the creativity of their teams while at the same time continuing to rationalize production. Contextual ambidexterity, which is most suited to SMEs in this sector, relies on the management of social context and performance as well as a creative climate that is conducive to innovation. To identify the management practices of these ambidextrous companies, the authors study videogame development studios. These feature both contextual and temporal ambidexterity with specific creative team management practices, such as the combination of a wide variety of skills, development of numerous interactions between collaborators, affirmation of a creative culture, proximity leadership, empowerment, steering through objectives, strong capitalization, and knowledge sharing by and involvement of the entire staff in the design process. These practices lead to a social and creative climate that is good for creativity and also supports performance management. The small company that is subject to considerable constraints and that cannot separate the two activities becomes ambidextrous as a result of active creativity management within its development teams.

Suggested Citation

  • Guy Parmentier & Thierry Picq, 2016. "Managing Creative Teams in Small Ambidextrous Organizations: The Case of Videogames," Post-Print hal-02014185, HAL.
  • Handle: RePEc:hal:journl:hal-02014185
    Note: View the original document on HAL open archive server: https://hal.science/hal-02014185v1
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    References listed on IDEAS

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    Cited by:

    1. Gayoung Kim & Woo Jin Lee & Hoshik Shim, 2022. "Managerial Dilemmas and Entrepreneurial Challenges in the Ambidexterity of SMEs: A Systematic Review for Execution System," Sustainability, MDPI, vol. 14(24), pages 1-22, December.
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    3. Joanna Radomska & Przemysław Wołczek, 2020. "Integrative Perspective on Ambidexterity, Creativity and Networking: Literature Overview," European Research Studies Journal, European Research Studies Journal, vol. 0(3), pages 31-49.
    4. Elisa Salvador & Jean-Paul Simon & Pierre-Jean Benghozi, 2019. "Facing disruption: the cinema value chain in the digital age," Post-Print hal-02300929, HAL.

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