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Entanglements of creative agency and digital technology : a sociomaterial study of computer game development
Digital technology, with its distinctive characteristics that result from the fundamental process of digitalization that underpins it, is seen as fundamentally altering processes of creativity. However, we currently have limited understanding of creativity in relation to the development of digital technology. Computer game development, with its combination of esthetic, affective and cultural use features and highly sophisticated digital technologies, is a valuable setting for investigating these issues. In this paper, we explore how computer games are shaped through the interplay between the creative intentions of developers and the digital technologies involved in their production and playing. Drawing on in-depth studies conducted at three leading computer game development studios and a leading producer of the software system used in game development, this paper shows how the game developers' creative ideas for imagined novel game-playing experiences relate to a) the development of relevant digital technologies, and b) the emergence of new game development practices. The article goes on to propose a view of creativity as an on-going flow that, following an initial ‘creative impulse’, ripples through the sociomaterial entanglements of a particular setting, reconfiguring them in the process and spreading out in time and space in often unexpected ways
Entrepreneurship, Entry and Exit in Creative Industries: an explorative Survey
Series: Creative Industries in Vienna: Development, Dynamics and Potential
Design and radical innovation: a strategic perspective based upon a comparative case study between emergent and traditional industries in Portugal
The survival challenge faced by the Portuguese companies nowadays has promoted Innovation as the
main management strategy to be applied. This research reveals the importance and the role of Design
as the basic and integrative tool for the success of this strategy, focused on Radical or Breakthrough
Innovation. The main contribution of this paper is the proposal of a conceptual model developed from
a comparative case study research, made among Portuguese companies from the emergent sectors
connected to new technologies and Portuguese companies from the traditional sectors. That work
allowed the definition of the Success Critical Factors to consider for the development of radical new
products: integrating new technologies (Science Knowledge), market sensibility (Marketing
Knowledge), forecasting new needs or user interfaces and disruptive creativity (Design Knowledge)
Small businesses in the new creative industries:innovation as a people management challenge
Purpose - This paper presents findings from an SME case study situated in the computer games industry, the youngest and fastest growing of the new digital industries. The study examines changing people management practices as the case company undergoes industry-typical strategic change to embark on explorative innovation and argues that maintaining an organisational context conducive to innovatin over time risks turning into a contest between management and employees as both parties interpret organisational pressures from their different perspectives. Design/methodology/approach - A single case study design is used as the appropriate methdology to generate indepth qualitative data from multiple organisational member perspectives. Findings - Findings indicate that management and worker perspectives on innovation as strategic change and the central people management practices required to support this differ significantly, resulting in tensions and organisational strain. As the company moves to the production of IP work, the need for more effective duality management arises. Research limitations/implications - The single case study has limitations in terms of generalisability. Multiple data collection and triangulation were used to migitate against the limitations. Practical implications - The study highlights the importance of building up change management capability in the small businesses typical for this sector, an as yet neglected focus in the academic iterature concerned with the industry and in support initatives. Originality/value - Few qualitative studies have examined people management practices in the industry in the context of organisational/strategic change, and few have adopted a process perspective
Evolutionary Economics celebrates Innovation and Creativity based Economy\ud
The paper draws issue on the evolutionary economics that open our mind on seeing economy as growing and living organism with any characters of robustness, self-organization, adaptation, and evolution. This has been recognized, as in global picture, we enter the phase in which information and knowledge acquisition rapidly plays a major role in economy. The discussions is presented by demonstrating some qualitative properties and theoretical explorations on long range historical economic growth and development and thus followed by some highlights on innovation, creativity and elaborations regarding to fitness landscapes incorporating memetics, as works related to social and cultural aspects of social system, while talking about economic system in general. The discussions depicts some important notions on market and product diversifications that have been the source of the economic growth in general
Innovation and R & D activities in virtual team
Innovation plays a central role in economic development, at the regional and national level. In the competitive environment companies are obliged to produce more rapidly, more effectively and more efficiently in new product development, which is a result of research and development (R&D) activities. It is necessary for them to put together different capabilities and services with the goal, through cooperation between suppliers and customers, service providers and scientific institutions to achieve innovations of high quality. Depending on the type of industry, the type of business, the type of innovation and the strategic objectives that have been set, firms will regularly have to modify the way in which their R\&D and innovation are organized. Nowadays, shift from serial to simultaneous and parallel working in innovation has become more commonplace. Literature's have shown that collaboration is as a meta-capability for innovation. By a comprehensive reviewing of literature this article after define virtual teams and its characteristics, addressing virtual environment innovation and the relationship to R&D activities. Finally conclude that innovation cannot be successful, unless the knowledge and information in the R&D project are effectively captured, shared and internalized by the R&D project?s virtual team members
The impact of management on creativity and knowledge transfer in an academic virtual enterprise
In a competitive knowledge-based environment the role of creativity in new product development (NPD) has increased. The university as the provider of scientific and technological knowledge has become a key player in NPD, as a supplier of knowledge and human capital and as the physical space for new enterprises. The boundaries between science and technology, university and industry are in flux. This article therefore examines the environmental, strategic and organizational factors influencing innovation in NPD process on an example of an Academic Virtual Enterprise (AVE) that was applied in a design course called European Global Product Realization. AVE represents a creative working environment for students, where they act as real professionals in solving a real-life design problem
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