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Göteborgs universitets publikationer

Exploration vs. exploitation, and how video game developers are able to combine the two

Författare och institution:
Björn Remneland Wikhamn (Företagsekonomiska institutionen, Management & Organisation); Alexander Styhre (Företagsekonomiska institutionen, Management & Organisation); Jan Ljungberg (Institutionen för tillämpad informationsteknologi (GU)); Anna Maria Szczepanska (Institutionen för tillämpad informationsteknologi (GU))
Publicerad i:
International Journal of Innovation Management, 20 ( 6 ) s. forthcoming
Artikel, refereegranskad vetenskaplig
Sammanfattning (abstract):
This paper reports an in-depth qualitative study about the innovation work in the Swedish video game industry. More specifically, it focuses on how game developers are building ambidextrous capabilities to simultaneously addressing explorative and exploitative activities. The Swedish video game industry is a particularly suitable case to analyze ambidexterity, due to it´s extreme market success and continuous ability to adapt to technological and demand shifts. Based on the empirical data, three ambidextrous capabilities are pointed out as particularly valuable for video game developers; 1) the ability to dis-align between a creative and ecstatic work climate and the effectiveness in project organizing; 2) the balancing of inward and outward ideation influences, and 3) the diversity in operational means and knowledge paired with shared goals and motivations, derived from the love of games and game development.
Ämne (baseras på Högskoleverkets indelning av forskningsämnen):
Ekonomi och näringsliv ->
ambidexterity, game development, exploration, exploitation
Postens nummer:
Posten skapad:
2015-11-02 12:48
Posten ändrad:
2016-08-23 14:20

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