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HRM Practices in the Video Game Industry:: Industry or Country Contingent?

Author

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  • Cadin, Loïc
  • Guérin, Francis
  • DeFillippi, Robert

Abstract

The following piece of work looks at the HRM policies of companies operating in the video game sector but forms part of a wider body of work studying employment relationships in this industry. By studying "employment relationships", we aim to clarify the interaction between HRM practice, the career path of individuals involved in this industry and the procedures and institutions of the employment market in question. Our intention over time is to use this programme framework to explore how these interactions affect the performance of companies: does the organization of HRM practices, the career paths of those involved and the employment market institutions encourage the creation and accumulation of skills? Do they enable this industry to confront the multitude of instabilities it faces? However, the present article will mainly start out by trying to ascertain whether leaders in the video games sector feature employment relationships that owe more to the national origins of the firms involved than to their sectorial embeddedness.

Suggested Citation

  • Cadin, Loïc & Guérin, Francis & DeFillippi, Robert, 2006. "HRM Practices in the Video Game Industry:: Industry or Country Contingent?," European Management Journal, Elsevier, vol. 24(4), pages 288-298, August.
  • Handle: RePEc:eee:eurman:v:24:y:2006:i:4:p:288-298
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    Citations

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    Cited by:

    1. 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.
    2. 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.
    3. 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.
    4. 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.
    5. 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.
    6. 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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