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Gestion stratégique des ressources humaines dans le secteur des jeux vidéos : une situation paradoxale

Author

Listed:
  • Fabienne Autier

    (EM - EMLyon Business School)

  • Thierry Picq

    (EM - EMLyon Business School)

Abstract

The purpose of this paper is to present the results of a research, conducted in 2001, with 20 video games companies in France. The objective of this research was to observe and analyse the SHRM of these companies and to test the relevance of the resource based view of the firm, wich states that Human Resources are all the more cucial for a given firm as they are specific, non imitable and socially complex (Coff,1997). Thissector was chosen for two reasons. France isamong the key contries worldwide, and the sector itself display original features: a technological intensity, typical of so-called high tech companies, and an original coupling of technological and artistic dimensions. On the basis of semi-directive interviews of HR operators and secondary data, the stake was to get to characterize the HR practices of each companies with their strategy and development stage. We so obtained a photography of SHRM's various profiles existing in this sector. We further analyse and review the possible rationales to explain a paradoxal finding: video games companies, as they grow, tend to get rid of their specific, socially complex and causally ambiguous assets (namely the creative skills) in favor of more generic set of skills (namely, the management skills)

Suggested Citation

  • Fabienne Autier & Thierry Picq, 2002. "Gestion stratégique des ressources humaines dans le secteur des jeux vidéos : une situation paradoxale," Post-Print hal-02311710, HAL.
  • Handle: RePEc:hal:journl:hal-02311710
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