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Balancing the Tensions Between Rationalization and Creativity in the Video Games Industry

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Cited by:

  1. Zhang, Feng & Zhu, Lei & Xu, Zhi & Wu, Yingying, 2023. "Moving from reverse engineering to disruptive innovation in emerging markets: The importance of knowledge creation," Technovation, Elsevier, vol. 125(C).
  2. Sébastien Brion & Caroline Mothe, 2016. "Organizational context and innovation ambidexterity: Is creativity the missing link?," Post-Print hal-01419039, HAL.
  3. 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.
  4. Caroline A. Bartel & Raghu Garud, 2009. "The Role of Narratives in Sustaining Organizational Innovation," Organization Science, INFORMS, vol. 20(1), pages 107-117, February.
  5. Seo Eunji & Inoue Yuki, 2023. "Sales effect of a software product series’ length in Japan," Management & Marketing, Sciendo, vol. 18(3), pages 251-269, September.
  6. Antonella Francesca Cicchiello & Serena Gallo & Stefano Monferrà, 2023. "Financing the cultural and creative industries through crowdfunding: the role of national cultural dimensions and policies," Journal of Cultural Economics, Springer;The Association for Cultural Economics International, vol. 47(1), pages 133-175, March.
  7. Anil K. Gupta & Paul E. Tesluk & M. Susan Taylor, 2007. "Innovation At and Across Multiple Levels of Analysis," Organization Science, INFORMS, vol. 18(6), pages 885-897, December.
  8. Thomas Paris & Gerald Lang & David Massé, 2019. "Polarized Worlds and Contextual Creativity in Creative Industries: The Case of Creation Processes in the Perfume Industry [Mundos polarizados y creatividad contextual en las industrias creativas: e," Post-Print hal-03066164, HAL.
  9. Yixin Qiu & Anandasivam Gopal & Il-Horn Hann, 2017. "Logic Pluralism in Mobile Platform Ecosystems: A Study of Indie App Developers on the iOS App Store," Information Systems Research, INFORMS, vol. 28(2), pages 225-249, June.
  10. Davaei, Mahboobeh & Gunkel, Marjaana & Veglio, Valerio & Taras, Vas, 2022. "The influence of cultural intelligence and emotional intelligence on conflict occurrence and performance in global virtual teams," Journal of International Management, Elsevier, vol. 28(4).
  11. Styhre, Alexander & Szczepanska, Anna Maria & Remneland-Wikhamn, Björn, 2018. "Consecrating video games as cultural artifacts: Intellectual legitimation as a source of industry renewal," Scandinavian Journal of Management, Elsevier, vol. 34(1), pages 22-28.
  12. Ordoobody, Joobin, 2022. "Creativity : the interplay of structural and individual characteristics," Other publications TiSEM 750e262e-4c3f-4361-8a1b-7, Tilburg University, School of Economics and Management.
  13. Lehtonen, Miikka J. & Vesa, Mikko & Harviainen, J. Tuomas, 2022. "Games-as-a-Disservice: Emergent value co-destruction in platform business models," Journal of Business Research, Elsevier, vol. 141(C), pages 564-574.
  14. Romain Gandia & Elodie Gardet, 2019. "Sources of Dependence and Strategies to Innovate: Evidence from Video Game SMEs," Post-Print hal-01696250, HAL.
  15. Castaldi, Carolina, 2018. "To trademark or not to trademark: The case of the creative and cultural industries," Research Policy, Elsevier, vol. 47(3), pages 606-616.
  16. 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.
  17. 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.
  18. Oguzhan Aygoren & Stefan Koch, 2021. "Community Support or Funding Amount: Actual Contribution of Reward-Based Crowdfunding to Market Success of Video Game Projects on Kickstarter," Sustainability, MDPI, vol. 13(16), pages 1-18, August.
  19. 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.
  20. Milan Miric & Hakan Ozalp & Erdem Dogukan Yilmaz, 2023. "Trade‐offs to using standardized tools: Innovation enablers or creativity constraints?," Strategic Management Journal, Wiley Blackwell, vol. 44(4), pages 909-942, April.
  21. Inoue, Yuki, 2021. "Indirect innovation management by platform ecosystem governance and positioning: Toward collective ambidexterity in the ecosystems," Technological Forecasting and Social Change, Elsevier, vol. 166(C).
  22. Elena Tavella & L. Alberto Franco, 2015. "Dynamics of Group Knowledge Production in Facilitated Modelling Workshops: An Exploratory Study," Group Decision and Negotiation, Springer, vol. 24(3), pages 451-475, May.
  23. Thomas Paris & David Massé, 2021. "Le management des industries créatives," Post-Print hal-03327529, HAL.
  24. Peeters, T.J.G., 2013. "External knowledge search and use in new product development," Other publications TiSEM 300ebb34-b090-4210-b95e-f, Tilburg University, School of Economics and Management.
  25. Thorsten Grohsjean & Tobias Kretschmer & Nils Stieglitz, 2011. "Performance Feedback, Firm Resources, and Strategic Change," DRUID Working Papers 11-02, DRUID, Copenhagen Business School, Department of Industrial Economics and Strategy/Aalborg University, Department of Business Studies.
  26. Hann Earl Kim & Johannes M. Pennings, 2009. "Innovation and Strategic Renewal in Mature Markets: A Study of the Tennis Racket Industry," Organization Science, INFORMS, vol. 20(2), pages 368-383, April.
  27. de Vaan, Mathijs, 2014. "Interfirm networks in periods of technological turbulence and stability," Research Policy, Elsevier, vol. 43(10), pages 1666-1680.
  28. Sebastien Darchen & Diane-Gabrielle Tremblay, 2015. "Policies for Creative Clusters: A Comparison between the Video Game Industries in Melbourne and Montreal," European Planning Studies, Taylor & Francis Journals, vol. 23(2), pages 311-331, February.
  29. Pierre-Alexandre Balland & Mathijs De Vaan & Ron Boschma, 2013. "The dynamics of interfirm networks along the industry life cycle: The case of the global video game industry, 1987--2007," Journal of Economic Geography, Oxford University Press, vol. 13(5), pages 741-765, September.
  30. 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.
  31. G. J. (Joost) Rietveld, 2011. "Profiting from Digitally Distributed Cultural Products: The Case of Content Producers in the Video Games Industry," Chapters, in: Killian J. McCarthy & Maya Fiolet & Wilfred Dolfsma (ed.), The Nature of the New Firm, chapter 5, Edward Elgar Publishing.
  32. Rodolphe Durand & Robert M. Grant & Tammy L. Madsen & Eric Yanfei Zhao & Greg Fisher & Michael Lounsbury & Danny Miller, 2017. "Optimal distinctiveness: Broadening the interface between institutional theory and strategic management," Strategic Management Journal, Wiley Blackwell, vol. 38(1), pages 93-113, January.
  33. Feng Liu & Sally Maitlis, 2014. "Emotional Dynamics and Strategizing Processes: A Study of Strategic Conversations in Top Team Meetings," Journal of Management Studies, Wiley Blackwell, vol. 51(2), pages 202-234, March.
  34. 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.
  35. Haans, Richard & van Witteloostuijn, Arjen, 2016. "Expected job creation across the cultural industries : A sectoral division and its implications for cultural policy," Other publications TiSEM 7ce678fe-ba20-4daa-907c-c, Tilburg University, School of Economics and Management.
  36. Joost Rietveld & J. P. Eggers, 2018. "Demand Heterogeneity in Platform Markets: Implications for Complementors," Organization Science, INFORMS, vol. 29(2), pages 304-322, April.
  37. Diane E. Bailey & Paul M. Leonardi & Stephen R. Barley, 2012. "The Lure of the Virtual," Organization Science, INFORMS, vol. 23(5), pages 1485-1504, October.
  38. Carmelo Cennamo & Juan Santaló, 2019. "Generativity Tension and Value Creation in Platform Ecosystems," Organization Science, INFORMS, vol. 30(3), pages 617-641, May.
  39. Ron Boschma & Pierre-Alexandre Balland & Mathijs de Vaan, 2014. "The formation of economic networks: a proximity approach," Chapters, in: André Torre & Frédéric Wallet (ed.), Regional Development and Proximity Relations, chapter 7, pages 243-266, Edward Elgar Publishing.
  40. Joe Nandhakumar & Nikiforos S. Panourgias & Harry Scarbrough, 2013. "From Knowing It to “Getting It”: Envisioning Practices in Computer Games Development," Information Systems Research, INFORMS, vol. 24(4), pages 933-955, December.
  41. Dharmani, Pranav & Das, Satyasiba & Prashar, Sanjeev, 2021. "A bibliometric analysis of creative industries: Current trends and future directions," Journal of Business Research, Elsevier, vol. 135(C), pages 252-267.
  42. Eric Yanfei Zhao & P. Devereaux Jennings & Masakazu Ishihara & Michael Lounsbury, 2018. "Optimal Distinctiveness in the Console Video Game Industry: An Exemplar-Based Model of Proto-Category Evolution," Organization Science, INFORMS, vol. 29(4), pages 588-611, August.
  43. 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.
  44. 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.
  45. 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.
  46. Wu, Yuanyuan & Wu, Shikui, 2016. "Managing ambidexterity in creative industries: A survey," Journal of Business Research, Elsevier, vol. 69(7), pages 2388-2396.
  47. Hakan Ozalp & J.P. Eggers & Franco Malerba, 2023. "Hitting reset: Industry evolution, generational technology cycles, and the dynamic value of firm experience," Strategic Management Journal, Wiley Blackwell, vol. 44(5), pages 1292-1327, May.
  48. Storz, Cornelia & Riboldazzi, Federico & John, Moritz, 2015. "Mobility and innovation: A cross-country comparison in the video games industry," Research Policy, Elsevier, vol. 44(1), pages 121-137.
  49. Marco Bettiol & Eleonora Di Maria & Roberto Grandinetti, 2013. "The Evolution of KIBS between Standardization and Customization: The Rise of Combinatory KIBS," DRUID Working Papers 13-08, DRUID, Copenhagen Business School, Department of Industrial Economics and Strategy/Aalborg University, Department of Business Studies.
  50. Jha, Pushkar. P. & Lampel, Joseph, 2014. "Performance feedback, competitive repertoire simplicity, and technological evolution in a televised design contest," Research Policy, Elsevier, vol. 43(2), pages 403-413.
  51. Rietveld, G.J. & Eggers, J.P., 2016. "Demand Heterogeneity and the Adoption of Platform Complements," ERIM Report Series Research in Management ERS-2016-003-STR, Erasmus Research Institute of Management (ERIM), ERIM is the joint research institute of the Rotterdam School of Management, Erasmus University and the Erasmus School of Economics (ESE) at Erasmus University Rotterdam.
  52. Haridimos Tsoukas, 2009. "A Dialogical Approach to the Creation of New Knowledge in Organizations," Organization Science, INFORMS, vol. 20(6), pages 941-957, December.
  53. Jonas Linderoth & Björn Sjöblom, 2019. "Being an Educator and Game Developer: The Role of Pedagogical Content Knowledge in Non-Commercial Serious Games Production," Simulation & Gaming, , vol. 50(6), pages 771-788, December.
  54. David Massé, 2019. "Les routines de la création: de la direction artistique à l’exploration collective," Post-Print hal-02104843, HAL.
  55. 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.
  56. Landoni, Paolo & Dell’era, Claudio & Frattini, Federico & Messeni Petruzzelli, Antonio & Verganti, Roberto & Manelli, Luca, 2020. "Business model innovation in cultural and creative industries: Insights from three leading mobile gaming firms," Technovation, Elsevier, vol. 92.
  57. Sapsed, Jonathan & Tschang, Feichin Ted, 2014. "Art is long, innovation is short: Lessons from the Renaissance and the digital age," Technological Forecasting and Social Change, Elsevier, vol. 83(C), pages 127-141.
  58. 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.
  59. F. Ted Tschang & Gokhan Ertug, 2016. "New Blood as an Elixir of Youth: Effects of Human Capital Tenure on the Explorative Capability of Aging Firms," Organization Science, INFORMS, vol. 27(4), pages 873-892, August.
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