HRM Practices in the Video Game Industry:: Industry or Country Contingent?
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- Claussen, Jörg & Falck, Oliver & Grohsjean, Thorsten, 2012.
"The strength of direct ties: Evidence from the electronic game industry,"
International Journal of Industrial Organization, Elsevier, vol. 30(2), pages 223-230.
- Claussen, Jörg & Falck, Oliver & Grohsjean, Thorsten, 2010. "The Strength of Direct Ties: Evidence from the Electronic Game Industry," Discussion Papers in Business Administration 11745, University of Munich, Munich School of Management.
- Claussen, Jörg & Falck, Oliver & Grohsjean, Thorsten, 2010. "The Strength of Direct Ties: Evidence from the Electronic Game Industry," Discussion Papers in Business Administration 12298, University of Munich, Munich School of Management.
- Claussen, Jörg & Falck, Oliver & Grohsjean, Thorsten, 2012. "The strength of direct ties: Evidence from the electronic game industry," Munich Reprints in Economics 20067, University of Munich, Department of Economics.
- Franziska Handrich & Sven Heidenreich & Tobias Kraemer, 2022. "Innovate or game over? Examining effects of product innovativeness on video game success," Electronic Markets, Springer;IIM University of St. Gallen, vol. 32(2), pages 987-1002, June.
- Hermes, Tim Leonard, 2021. "The Impact of Community Involvement on Game Life-Cycle: Evidence based on Gaming Platform Steam," Junior Management Science (JUMS), Junior Management Science e. V., vol. 6(3), pages 547-567.
- Parker, Owen N. & Mui, Rachel & Bhawe, Nachiket & Semadeni, Matthew, 2022. "Insight or ignorance: How collaborative history in a workgroup fits with project type to shape performance," Journal of Business Research, Elsevier, vol. 152(C), pages 154-167.
- 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.
- Stefan Koch & Michael Bierbamer, 2016. "Opening your product: impact of user innovations and their distribution platform on video game success," Electronic Markets, Springer;IIM University of St. Gallen, vol. 26(4), pages 357-368, November.
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Keywords
Video games HRM Employment relationships Flexibility Clusters Hollywood model;Statistics
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