Idea Creation, Constructivism and Evolution as Key Characteristics in the Videogame Artifact Design Process
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Cited by:
- Panourgias, Nikiforos S. & Nandhakumar, Joe & Scarbrough, Harry, 2014. "Entanglements of creative agency and digital technology: A sociomaterial study of computer game development," Technological Forecasting and Social Change, Elsevier, vol. 83(C), pages 111-126.
- Simon, Fanny & Tellier, Albéric, 2011. "How do actors shape social networks during the process of new product development?," European Management Journal, Elsevier, vol. 29(5), pages 414-430.
- Joe Nandhakumar & Nikiforos S. Panourgias & Harry Scarbrough, 2013. "From Knowing It to “Getting It”: Envisioning Practices in Computer Games Development," Information Systems Research, INFORMS, vol. 24(4), pages 933-955, December.
- Sapsed, Jonathan & Tschang, Feichin Ted, 2014. "Art is long, innovation is short: Lessons from the Renaissance and the digital age," Technological Forecasting and Social Change, Elsevier, vol. 83(C), pages 127-141.
- Patrycja Klimas & Wojciech Czakon, 2022. "Gaming innovation ecosystem: actors, roles and co-innovation processes," Review of Managerial Science, Springer, vol. 16(7), pages 2213-2259, October.
- Kummitha, Rama Krishna Reddy, 2020. "Why distance matters: The relatedness between technology development and its appropriation in smart cities," Technological Forecasting and Social Change, Elsevier, vol. 157(C).
- Fanny Simon & Albéric Tellier, 2011. "How do actors shape social networks during the process of new product development?," Post-Print hal-01572294, HAL.
- Lee N. Davis & Jerome D. Davis & Karin Hoisl, 2013. "Leisure Time Invention," Organization Science, INFORMS, vol. 24(5), pages 1439-1458, October.
- Peeters, T.J.G., 2013. "External knowledge search and use in new product development," Other publications TiSEM 300ebb34-b090-4210-b95e-f, Tilburg University, School of Economics and Management.
- Davis, Lee N. & Davis, Jerome & Hoisl, Karin, 2009. "What Inspires Leisure Time Invention?," Discussion Papers in Business Administration 10457, University of Munich, Munich School of Management.
- Situmeang, Frederik B.I. & Leenders, Mark A.A.M. & Wijnberg, Nachoem M., 2014. "History matters: The impact of reviews and sales of earlier versions of a product on consumer and expert reviews of new editions," European Management Journal, Elsevier, vol. 32(1), pages 73-83.
- Czernek-Marszałek Katarzyna & Klimas Patrycja & Wójcik Dagmara, 2024. "The dark side of social relationships – the context of the video game industry," International Journal of Management and Economics, Warsaw School of Economics, Collegium of World Economy, vol. 60(2), pages 89-107.
- Marc Bogdanowicz & Giuditta de Prato & Daniel Nepelski & Jean-Paul Simon & Wainer Lusoli, 2010. "Born Digital / Grown Digital: Assessing the Future Competitiveness of the EU Video Games Software Industry," JRC Research Reports JRC60711, Joint Research Centre.
- F. Ted Tschang & Gokhan Ertug, 2016. "New Blood as an Elixir of Youth: Effects of Human Capital Tenure on the Explorative Capability of Aging Firms," Organization Science, INFORMS, vol. 27(4), pages 873-892, August.
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