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Management of creativity in video game development: a case study
Umeå University, Faculty of Social Sciences, Umeå School of Business and Economics (USBE).
Massive Entertainment , Box 4297, Malmö, Sweden.
Umeå University, Faculty of Social Sciences, Umeå School of Business and Economics (USBE).
2006 (English)In: Services Marketing Quarterly, ISSN 1533-2969, E-ISSN 1533-2977, Vol. 27, no 4, 73-97 p.Article in journal (Refereed) Published
Abstract [en]

Video games and their production have evolved over a few decades from being “fun” exercises at universities to a business in which annual revenues have exceeded that of Hollywood box office receipts. Presently, development of these games has become technically more advanced, and the barrier to entry into this market as a developer is getting increasingly more costly. Consequently, there has been a move toward “professionalism” of these efforts that embodies flexibility into the creative development process. In this paper we report on the process used to develop new offerings in a successful Swedish firm. We reflect on the institutionalizing of creativity in this process and the leadership style used in directing it.

Place, publisher, year, edition, pages
2006. Vol. 27, no 4, 73-97 p.
Keyword [en]
creativity, video games, leadership, project management, product development
National Category
Business Administration
Research subject
Business Studies
Identifiers
URN: urn:nbn:se:umu:diva-11841DOI: 10.1300/J396v27n04_05OAI: oai:DiVA.org:umu-11841DiVA: diva2:151512
Available from: 2007-03-14 Created: 2007-03-14 Last updated: 2014-11-24Bibliographically approved

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Wilson, Timothy

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