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1 – 10 of 69
Article
Publication date: 24 October 2019

Alexander Styhre and Björn Remneland-Wikhamn

Indie developers are part of the creative fringe of the video game industry, fashioning an identity for themselves as a community committed to the development of video games as a…

Abstract

Purpose

Indie developers are part of the creative fringe of the video game industry, fashioning an identity for themselves as a community committed to the development of video games as a cultural expression and art form. In playing this role, money-making is ambiguous inasmuch as economic return is honorable if such interests remain unarticulated and execute minimal influence on the development work process, while the possibility of producing a successful commercial video game is simultaneously one of the primary motivations for new industry entrants. The paper aims to discuss this issue.

Design/methodology/approach

The paper reports on the empirical material drawn from a study of indie video game developers in Sweden, a leading country for video game development.

Findings

To reconcile tensions between video game development in terms of being both cultural/and artistic production and business activity, easily compromising the perceived authenticity of the subject in the eyes of audiences (e.g. hardcore gamers), indie developers distinguish between monetary motives ex ante and compensation ex post the release of the game. Indie developers thus emphasize the metonymic function of money as this not only indicates economic value and currency but also denotes a number of business practices that indie developers have otherwise avoided in their career planning as they believe these practices would restrain their creativity and skills.

Originality/value

The study contributes to the scholarship on video game development, the literature on creative industries, and the economic sociology literature examining the social meaning of money and how social norms and values are manifested in professional ideologies and practices.

Details

Qualitative Research in Organizations and Management: An International Journal, vol. 15 no. 3
Type: Research Article
ISSN: 1746-5648

Keywords

Content available
Book part
Publication date: 30 July 2018

Abstract

Details

Marketing Management in Turkey
Type: Book
ISBN: 978-1-78714-558-0

Book part
Publication date: 30 July 2018

Sercan Şengün

This chapter analyses the marketing management practices for the video games industry in Turkey. To identify the extended value chains and define the critical success factors in…

Abstract

This chapter analyses the marketing management practices for the video games industry in Turkey. To identify the extended value chains and define the critical success factors in this local environment, we invited the members of OYUNDER – Game Developers, Designers and Publishers Association in Turkey – to participate in an online survey. The following three main research questions guided this survey: (1) How video game developer companies resolve marketing decisions, decide on their marketing mix and create marketing plans; (2) how they perceive the importance given to marketing in their industry and (3) how they measure and judge the success of their marketing activities. Results indicate that Turkish video game developers are predominantly male and young. They organise and work in small teams. They lack marketing planning as indicated by actualised versus expected revenues and marketing spendings. Only 23.7% of the participants report employing marketing-related staff and their opinions of marketing-related business partners – such as advertising and PR agencies – are negative due to these institutions’ perceived lack of industry experience. The developers mainly use social media channels and digital advertising for their marketing needs. Above-the-line advertising is the least used channel, with content, influencer and below-the-line marketing channels ranging in the middle. They report confidence in managing campaigns for social media, digital marketing and content marketing. However, they believe that they lack the skills to manage above-the-line and below-the-line marketing activities, reporting lack of capital and human resources as the main barriers. Although they believe that marketing can help them reach new customers, they are also afraid to take risks and admit to being conservative in marketing practices.

Details

Marketing Management in Turkey
Type: Book
ISBN: 978-1-78714-558-0

Keywords

Article
Publication date: 23 July 2020

Barbara Del Bosco, Roberto Chierici and Alice Mazzucchelli

This paper investigates the user entrepreneurship process in the video game industry, and how this process is influenced by the interactions between user entrepreneurs and…

Abstract

Purpose

This paper investigates the user entrepreneurship process in the video game industry, and how this process is influenced by the interactions between user entrepreneurs and communities.

Design/methodology/approach

The paper presents an exploratory multiple case study on 17 firms founded in the video game industry by Italian users.

Findings

The findings show that in most of the cases analysed, innovation by users precedes identification of the entrepreneurial opportunity. This research identifies three categories of communities that provide different forms of support to user entrepreneurs: communities of (1) gamers/users, (2) developers/innovators and (3) entrepreneurs. Given the different role played, the three categories of communities have a different relevance during the various phases of the innovation and entrepreneurial path: communities of gamers/users and of developers/innovators affect innovation development and opportunity identification, while communities of entrepreneurs help users to evolve from opportunity recognition to the start-up of a firm.

Originality/value

This study investigates the video game industry, a context in which user entrepreneurship is under-researched and that is characterized by the intangible nature of the products (while previous studies have mainly focused on physical goods). It contributes to extant literature by revealing that, at the beginning of the end-user entrepreneurial process, there may be not only unmet needs but also “excitement-driven” innovations. Moreover, by analysing the whole entrepreneurial path, the study shows how three categories of communities (gamers/users, developers/innovators and entrepreneurs) provide different forms of support to user entrepreneurs in the different phases of the entrepreneurial process.

Details

Journal of Small Business and Enterprise Development, vol. 27 no. 4
Type: Research Article
ISSN: 1462-6004

Keywords

Article
Publication date: 12 March 2018

Kurt Squire

This paper aims to describe innovations at the Games + Learning + Society Center to explore the future of education.

Abstract

Purpose

This paper aims to describe innovations at the Games + Learning + Society Center to explore the future of education.

Design/methodology/approach

This paper is an overview of several published studies and design interventions.

Findings

Commercial partnerships, particularly generating copyrightable materials can maximize impact and diversify research funding, but they also run counter to the culture and purpose of many research universities.

Research limitations/implications

Researchers interested in forging new partnerships to maximize impact might explore relationships with commercial entities but be aware that they are running counter to the grain of most institutions and goals. Other universities of different sizes, ages and orientations may have different results.

Practical implications

Building private partnerships requires different staffing and skill sets than traditional research. Guidance for staffing key roles and projects are provided.

Originality/value

This paper is a reflection on unique research initiative that generated revenue and helped shape a subfield of education.

Details

On the Horizon, vol. 26 no. 1
Type: Research Article
ISSN: 1074-8121

Keywords

Article
Publication date: 5 November 2021

Raphael Lissillour and Jean-Michel Sahut

Technological firms increasingly depend on open innovation to compete in hypercompetitive markets. To openly engage the creativity of a multitude of private actors, firms can rely…

Abstract

Purpose

Technological firms increasingly depend on open innovation to compete in hypercompetitive markets. To openly engage the creativity of a multitude of private actors, firms can rely on crowdsourcing. Crowdsourcing challenges global companies as they span organizational boundaries to attract multiple local partners. Global companies must engage in boundary spanning to successfully communicate and create a sense of community with smaller local partners despite status and cultural differences. The collaboration between Google and developers in China deserves to be studied in particular, because it operates within a restricted market.

Design/methodology/approach

This paper argues that crowdsourcing for innovation on a global scale requires effective boundary spanning capabilities. These boundary-spanning practices ensure smooth cooperation with the crowd and solve problems relating to differences in status and organizational contexts. This study applies Bourdieu's theory of practice including the concept of capital (economic, intellectual, social and symbolic) to understand the social relationships between Google and a growing community of Chinese developers. It also draws on a case study including ten semistructured interviews, which have been triangulated with internal documents and data from selected websites.

Findings

Four types of capital (symbolic, intellectual, social and economic) have been identified as important devices to understand the sources of power and the stakes of Googlers and developers in the joint field. These types of capital contribute to structure the social fields in which developers and Google cooperate and their practice. The success of the collaboration between Google and Chinese developers can arguably be attributed to Google's ability to create boundary-spanning activities in order to reduce the endowment differential in the four types of capital and improve their communication. Therefore, this research provides a deep and conceptualized description of boundary-spanning practices, as well as providing a useful contribution for managers involved in crowdsourcing via platform in culturally different markets.

Research limitations/implications

The main limitation of this study is methodological in nature, relating to the absence of interviews with board members of Google China who are reluctant to speak about Google activities in China for political raisons. This restriction is partly counterbalanced by the analysis of publicly available secondary data such as news and communications.

Practical implications

This research has generated practical recommendations for managers of organizations, which require optimal boundary spanning for crowdsourcing. Managers must understand the different sources of social boundaries between their organization and the crowd. The crowd should be segmented into smaller groups with distinctive identities, and organizations should systematically design boundary-spanning activities to address each boundary of each segment. The boundary-spanning activities involve a specific set of tools, programs and platforms to address the target group. Efficient boundary spanning depends on the necessity to select boundary spanners with high cultural intelligence and communication skills.

Social implications

This paper draws on Bourdieu's theory of practice to investigate the role of boundary spanning in crowdsourcing for innovation, specifically in the joint field between Google and Chinese developers. This research reveals how boundary objects such as developer documents, websites, programs and events are essential for developers to be able to participate on Google's platform. Companies should be prepared to invest in the design and delivery of boundary-spanning activities and objects, knowing that these are also a locus for negotiation with local partners.

Originality/value

This research contributes to the literature by applying the boundary-spanner theory to Google crowdsourcing practices within a restricted market. Bourdieu's theory of practice has proven to be a potent perspective with which to better understand the positive role of boundary spanners in the joint field between Google and Chinese developers. Moreover, this practice perspective has not been used in prior research to highlight power relations in crowdsourcing for innovation. This study has shown that, in addition to boundary objects, boundary spanners can also contribute in the transfer of intellectual capital, which is the pivotal resource for boundary spanning in this field.

Details

Information Technology & People, vol. 35 no. 3
Type: Research Article
ISSN: 0959-3845

Keywords

Article
Publication date: 9 March 2022

Hyerim Cho, Chris Hubbles and Heather Moulaison-Sandy

Author information is one of the primary metadata elements for information access. While assigning “author(s)” has been relatively straightforward in library systems for textual…

Abstract

Purpose

Author information is one of the primary metadata elements for information access. While assigning “author(s)” has been relatively straightforward in library systems for textual resources, challenges have emerged in recording creatorship information for collaborative creative works, with surrogates erring on the side of caution and providing little information. This study aims to present improvements to the conceptual understanding of collaborative creatorship and relevant cataloging practice in video games.

Design/methodology/approach

The current study is a theoretical investigation of the authorship role of individuals in collaborative creative works, using video games as a case study. The investigation is based on the literature on video game user needs and authorship theory.

Findings

Reviews of literature present a disconnect between video game information user needs and currently available author information in library systems. Further analysis of the author/creator concept reveals insufficiencies in adopting auteur theory as the theory is applied to film. Exploration of access practices for other large collaborative creative products and an analysis of user tasks show potentially fruitful directions for future studies. This study recommends identifying primary roles that individuals adopt in video game creations and leveraging crowdsourced-creator information in library databases to enhance the visibility of author information for video games.

Originality/value

By incorporating authorship theories and research from various domains such as film studies, intellectual history and library and information science, this study provides interdisciplinary, theoretical considerations as well as practical suggestions to enhance the current cataloging practice.

Details

Journal of Documentation, vol. 78 no. 6
Type: Research Article
ISSN: 0022-0418

Keywords

Article
Publication date: 20 December 2022

Devon Gidley, Mark Palmer and Amani Gharib

The authors aimed to explore how involvement in a creative development accelerator impacted participants. In particular, the authors considered the role of suffering in the…

Abstract

Purpose

The authors aimed to explore how involvement in a creative development accelerator impacted participants. In particular, the authors considered the role of suffering in the acceleration process.

Design/methodology/approach

The authors conducted an ethnography of a rapid prototyping program in video game development. Data collection included participant observation (162 h before, 186 during and 463 h after the main prototyping), interviews (23 formal and 35 informal) and artifact analysis (presentations, documents, games).

Findings

Acceleration led to individual suffering via burnout, lack of sleep, overwork and illness. In turn, participants required varying periods of recovery after participation and diverged in their longer-term reaction to the experience. The authors make two contributions. First, the authors deepen empirical understanding of the embodied impact of participation in an organizational accelerator. Second, the authors develop a theoretical process model of suffering in an accelerator program based on time and initiation.

Research limitations/implications

This paper focused on a single iteration of a program based out of an incubator in the United Kingdom (UK) Suffering was discovered as part of a larger study of the program.

Practical implications

Business and technology accelerators are becoming a popular way to organize work. This research suggests that accelerator structures might lead to unintended and negative participant experiences.

Originality/value

This research challenges the assumption that accelerators always benefit, or at least not hurt, participants. The authors add to the limited attention paid to suffering in organizations. The authors conclude the impact of an accelerator is more complex than usually portrayed.

Details

Journal of Organizational Ethnography, vol. 12 no. 1
Type: Research Article
ISSN: 2046-6749

Keywords

Book part
Publication date: 23 September 2022

Robyn King, April L. Wright, David Smith, Alex Chaudhuri and Leah Thompson

We bring together the institutional theory literature on institutional logics and the information systems (IS) literature that conceptualizes a relational view of affordances to…

Abstract

We bring together the institutional theory literature on institutional logics and the information systems (IS) literature that conceptualizes a relational view of affordances to explore the digital changes unfolding in the delivery of professional services. Through a qualitative inductive study of the development of an app led by a clinician manager in an Australian hospital, we investigate how multiple institutional logics shape the design of affordances when an organization develops new digital technologies for frontline professional work. Our findings show how a billing function was designed into the app by the development team over four episodes to afford potential physician users with billing usability, billing acceptability, billing authority and billing discretion. These affordances emerged as different elements of professional, state, managerial and market logics became activated, interpreted, evaluated, negotiated and designed into the digital technology through the team’s interactions with the clinician manager, a hybrid professional, during the app development process. Our findings contribute new insight to the affordance-based logics perspective by deepening understanding of the process through which multiple institutional logics play out in the design of affordances of digital technology. We also highlight the role of hybrid professionals in this digital transformation of frontline professional work.

Details

Digital Transformation and Institutional Theory
Type: Book
ISBN: 978-1-80262-222-5

Keywords

Article
Publication date: 11 February 2014

Ruth Taylor and Damian De Luca

The purpose of this study is to look at the experiences of university academic staff setting up a small computer games studio to provide work placement opportunities for…

209

Abstract

Purpose

The purpose of this study is to look at the experiences of university academic staff setting up a small computer games studio to provide work placement opportunities for undergraduate students and the supporting role of industry.

Design/methodology/approach

The case study uses sense making to explore the boundaries between “simulated” and “real” work in an educational setting.

Findings

For students and teachers to work together in a commercial setting, relationships have to be reconstructed. Teaching focusses on developing the individual and personal attainment, the work environment prioritises the team so that organisational and business needs are met. Differences in culture and working practices between industry and academia and the organisational constraints of a university, present challenges for academic staff engaged in enterprise.

Research limitations/implications

The authors recognise the limitations of a single institution case study and intend further investigation into factors around employability, enterprise education and the availability of work experience for students studying in the creative technologies including experiences in other institutions.

Practical implications

Practical experience and business knowledge gained through the studio development process by the student and staff, has informed the curriculum through the introduction of team-working modules. The studio provides a unique interface between the university and games industry partners.

Originality/value

The study shows the value of a university-based games studio in providing work experience for students and enhancing employability and provides insights into university/industry partnering.

Details

Higher Education, Skills and Work-based Learning, vol. 4 no. 1
Type: Research Article
ISSN: 2042-3896

Keywords

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