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Innovation ouverte et management de la propriété intellectuelle : quelles stratégies dans le secteur du jeu vidéo ?

Author

Listed:
  • Romain Gandia

    (IREGE - Institut de Recherche en Gestion et en Economie - USMB [Université de Savoie] [Université de Chambéry] - Université Savoie Mont Blanc)

  • Sébastien Brion

    (IREGE - Institut de Recherche en Gestion et en Economie - USMB [Université de Savoie] [Université de Chambéry] - Université Savoie Mont Blanc)

  • Caroline Danièle Mothe

    (IREGE - Institut de Recherche en Gestion et en Economie - USMB [Université de Savoie] [Université de Chambéry] - Université Savoie Mont Blanc)

Abstract

Le concept d'innovation ouverte connaît un succès grandissant. Toutefois, les risques sont nombreux et importants, notamment en ce qui concerne les difficultés de maîtrise et de valorisation des droits de propriété attachés à l'innovation collaborative. La littérature tend à montrer qu'il existe une relation négative entre le niveau d'ouverture du processus d'innovation et la détention des droits de propriété liés à l'innovation. Toutefois, elle ne précise ni le type de collaboration, ni la nature des partenaires. Cet article a précisément pour objectif de montrer que le type de collaboration et la nature du partenaire ont un impact sur le sens de cette relation. Le secteur du jeu vidéo est particulièrement adapté à cette problématique car le processus d'innovation y est fragmenté et le régime de propriété encore mal défini. Au travers de l'étude de cinq studios, nous mettons en évidence que l'ouverture du processus d'innovation par une collaboration fermée avec des partenaires du secteur implique une relation négative entre niveau d'ouverture et détention des droits de propriété intellectuelle. A l'inverse, une collaboration ouverte sur des communautés d'utilisateurs conduit à un lien positif.

Suggested Citation

  • Romain Gandia & Sébastien Brion & Caroline Danièle Mothe, 2011. "Innovation ouverte et management de la propriété intellectuelle : quelles stratégies dans le secteur du jeu vidéo ?," Post-Print hal-00919298, HAL.
  • Handle: RePEc:hal:journl:hal-00919298
    DOI: 10.3166/RFG.210.117-131
    Note: View the original document on HAL open archive server: https://hal.science/hal-00919298v2
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    References listed on IDEAS

    as
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    Full references (including those not matched with items on IDEAS)

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