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Original Articles

Management of Creativity in Video Game Development

A Case Study

, &
Pages 73-97 | Published online: 10 Oct 2008

Keep up to date with the latest research on this topic with citation updates for this article.

Read on this site (5)

Julie Bérubé & Jacques-Bernard Gauthier. (2023) Managing projects in creative industries: a compromise between artistic and project management values. Creative Industries Journal 16:1, pages 76-95.
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Julie Bérubé. (2022) Organisation et gestion du travail créatif: spécificités des petites organisations créatives. Journal of Small Business & Entrepreneurship 0:0, pages 1-22.
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Julie Bérubé & Christiane Demers. (2019) Creative organizations: when management fosters creative work. Creative Industries Journal 12:3, pages 314-340.
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Seiji Hanzawa & Daisaku Yamamoto. (2017) Recasting the agglomeration benefits for innovation in a hits-based cultural industry: evidence from the Japanese console videogame industry. Geografiska Annaler: Series B, Human Geography 99:1, pages 59-78.
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Peter Zackariasson, Nils Wåhlin & TimothyL. Wilson. (2010) Virtual Identities and Market Segmentation in Marketing in and Through Massively Multiplayer Online Games (MMOGs). Services Marketing Quarterly 31:3, pages 275-295.
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Articles from other publishers (22)

Olli Sotamaa, Heikki Tyni & Taina Myöhänen. (2023) ‘Even if the algorithm is a terrible workmate, you just need to learn to live with it’: Perceptions of data analytics among game industry professionals. European Journal of Cultural Studies, pages 136754942311685.
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Jessica E. Tompkins & Nicole Martins. (2021) Masculine Pleasures as Normalized Practices: Character Design in the Video Game Industry. Games and Culture 17:3, pages 399-420.
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Laureline Chiapello. (2021) Creativity Paradigms and Game Design Research: A Transdisciplinary Approach. The Journal of Creative Behavior 56:1, pages 125-137.
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Björn Berg Marklund, Henrik Engström, Marcus Hellkvist & Per Backlund. (2019) What Empirically Based Research Tells Us About Game Development. The Computer Games Journal 8:3-4, pages 179-198.
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Hrafnhildur Jónasdóttir & Bendik Bygstad. (2019) “Whoever is Educated by Anxiety is Educated by Possibility” A Study of Creativity in Game Development. The Computer Games Journal 8:3-4, pages 121-141.
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Jing-Wei Liu, Chia-Yu Ho, Jamie Y.T. Chang & Jacob Chia-An Tsai. (2019) The role of Sprint planning and feedback in game development projects: Implications for game quality. Journal of Systems and Software 154, pages 79-91.
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Leônidas S. Pereira & Maurício M. S. Bernardes. (2018) Aspects of Independent Game Production. Computers in Entertainment 16:4, pages 1-16.
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Per Backlund, Henrik Engstrom, Bjorn Berg Marklund & Marcus Toftedahl. (2017) Developing games for non-leisure contexts: Identification of challenges and research gaps. Developing games for non-leisure contexts: Identification of challenges and research gaps.
BJÖRN REMNELAND WIKHAMN, ALEXANDER STYHRE, JAN LJUNGBERG & ANNA MARIA SZCZEPANSKA. (2016) EXPLORATION VS. EXPLOITATION AND HOW VIDEO GAME DEVELOPERS ARE ABLE TO COMBINE THE TWO. International Journal of Innovation Management 20:06, pages 1650045.
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Amanda Peticca-Harris, Johanna Weststar & Steve McKenna. (2015) The perils of project-based work: Attempting resistance to extreme work practices in video game development. Organization 22:4, pages 570-587.
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Julie Bérubé. (2015) Organisations créatives : où loge la créativité ?. Gestion 2000 Volume 32:3, pages 91-110.
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Casey O'Donnell. 2015. The International Encyclopedia of Digital Communication and Society. The International Encyclopedia of Digital Communication and Society 1 6 .
Harry Scarbrough, Nikiforos S. Panourgias & Joe Nandhakumar. (2014) Developing a Relational View of the Organizing Role of Objects: A study of the innovation process in computer games. Organization Studies 36:2, pages 197-220.
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Nikiforos S. Panourgias, Joe Nandhakumar & Harry Scarbrough. (2014) Entanglements of creative agency and digital technology: A sociomaterial study of computer game development. Technological Forecasting and Social Change 83, pages 111-126.
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Marc Schmalz, Aimee Finn & Hazel Taylor. (2014) Risk Management in Video Game Development Projects. Risk Management in Video Game Development Projects.
Joe Nandhakumar, Nikiforos S. Panourgias & Harry Scarbrough. (2013) From Knowing It to “Getting It”: Envisioning Practices in Computer Games Development. Information Systems Research 24:4, pages 933-955.
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Peter Zackariasson. 2013. Changing the Rules of the Game. Changing the Rules of the Game 105 121 .
Peter Zackariasson & Timothy L. Wilson. 2013. Changing the Rules of the Game. Changing the Rules of the Game 48 64 .
Thierry Burger-Helmchen & Patrick Cohendet. (2011) User Communities and Social Software in the Video Game Industry. Long Range Planning 44:5-6, pages 317-343.
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Peter Zackariasson & Timothy L. Wilson. (2010) Paradigm shifts in the video game industry. Competitiveness Review: An International Business Journal 20:2, pages 139-151.
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Kenneth B. Kahn. (2007) Abstracts. Journal of Product Innovation Management 24:4, pages 392-403.
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Peter Zackariasson, Alexander Styhre & Timothy L. Wilson. (2006) Phronesis and Creativity: Knowledge Work in Video Game Development. Creativity and Innovation Management 0:0, pages 060912022707002-???.
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