Playing across the playground: paradoxes of knowledge creation in the videogame firm

作者: Patrick Cohendet , Laurent Simon

DOI: 10.1002/JOB.460

关键词:

摘要: This contribution illustrates how a videogame firm copes in managing creativity and expression of artistic values, while meeting the constraints economics mass entertainment. The research is based on case study one largest video game studios world located Montreal, Canada. approach considers that creative units firms are communities specialists (game developers, software programmers, etc.). Each these communities, which have found fertile soil Montreal nurtures their potential, focused both exploration exploitation given domain knowledge. In order to benefit from sources creativity, integration forces implemented by managers bind together for achieving commercial successes reveal hybrid form project management combines decentralized platforms with strict time, specific space favors informal interactions. However, we suggest put forward not just harnessing units: they also generate slacks further expansion creativity. Copyright © 2007 John Wiley & Sons, Ltd.

参考文章(48)
C. W. Watson, Being there : fieldwork in anthropology Pluto Press. ,(1999)
John Howkins, The creative economy LESIJ - Lex ET Scientia International Journal. pp. 145- 154 ,(2013)
Pekka Himanen, Manuel Castells, Linus Torvalds, The Hacker Ethic and the Spirit of the Information Age ,(2001)
Eric von Hippel, Stefan Thomke, Customers As Innovators: A New Way to Create Value Harvard Business Review. ,vol. 80, pp. 74- 81 ,(2002)
Robert G. Cooper, Winning at new products : accelerating the process from idea to launch Basic Books, a member of the Perseus Books Group. ,(2001)