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Organizing the performativity of a creative vision: a longitudinal study (1987-2013) of the rationalization of game design at Ubisoft

Author

Listed:
  • David Massé

    (Télécom Paris - IMT - Institut Mines-Télécom [Paris] - IP Paris - Institut Polytechnique de Paris, I3 SES - Institut interdisciplinaire de l’innovation de Telecom Paris - Télécom Paris - IMT - Institut Mines-Télécom [Paris] - IP Paris - Institut Polytechnique de Paris - I3 - Institut interdisciplinaire de l’innovation - CNRS - Centre National de la Recherche Scientifique)

  • Héloïse Berkowitz

    (LEST - Laboratoire d'Economie et de Sociologie du Travail - AMU - Aix Marseille Université - CNRS - Centre National de la Recherche Scientifique)

  • Thomas Paris

    (GREGHEC - Groupement de Recherche et d'Etudes en Gestion - HEC Paris - Ecole des Hautes Etudes Commerciales - CNRS - Centre National de la Recherche Scientifique)

Abstract

In the context of a structuring video game industry and growing game development teams, this article explores how Ubisoft creates, develops and deploys a game design vision. The authors highlight the importance of creative leadership by showing the role of translators and trainers in coupling the leader's vision to his or her socio-material presence, as well as the importance of the density of devices to implement this vision.

Suggested Citation

  • David Massé & Héloïse Berkowitz & Thomas Paris, 2022. "Organizing the performativity of a creative vision: a longitudinal study (1987-2013) of the rationalization of game design at Ubisoft," Post-Print hal-03955944, HAL.
  • Handle: RePEc:hal:journl:hal-03955944
    DOI: 10.54695/eh.109.0117
    Note: View the original document on HAL open archive server: https://hal.science/hal-03955944v2
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    Keywords

    Performativity; creative vision; leadership; socio-materiality;
    All these keywords.

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