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Innovation et création dans le jeu vidéo : comment concilier exploration exploration et exploitation

Author

Listed:
  • Guy Parmentier

    (IREGE - Institut de Recherche en Gestion et en Economie - USMB [Université de Savoie] [Université de Chambéry] - Université Savoie Mont Blanc)

  • Vincent Mangematin

    (MTS - Management Technologique et Strategique - EESC-GEM Grenoble Ecole de Management)

Abstract

No abstract is available for this item.

Suggested Citation

  • Guy Parmentier & Vincent Mangematin, 2009. "Innovation et création dans le jeu vidéo : comment concilier exploration exploration et exploitation," Post-Print halshs-00862753, HAL.
  • Handle: RePEc:hal:journl:halshs-00862753
    as

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    Citations

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    Cited by:

    1. Romain Gandia & Sébastien Brion & Caroline Danièle Mothe, 2011. "Innovation ouverte et management de la propriété intellectuelle : quelles stratégies dans le secteur du jeu vidéo ?," Post-Print hal-00919298, HAL.
    2. Popadiuk, Silvio, 2012. "Scale for classifying organizations as explorers, exploiters or ambidextrous," International Journal of Information Management, Elsevier, vol. 32(1), pages 75-87.
    3. Romain Gandia & Elodie Gardet & Gabriel Guallino, 2016. "Quelles stratégies pour gérer les asymétries d'interdépendance ? Une application aux studios de jeu vidéo français," Post-Print hal-01592912, HAL.
    4. Romain Gandia & Elodie Gardet, 2012. "Sources de dépendance et stratégies pour innover. Une application aux studios de jeu vidéo français," Post-Print hal-01293352, HAL.
    5. Panourgias, Nikiforos S. & Nandhakumar, Joe & Scarbrough, Harry, 2014. "Entanglements of creative agency and digital technology: A sociomaterial study of computer game development," Technological Forecasting and Social Change, Elsevier, vol. 83(C), pages 111-126.

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