Growing up is hard to do? Managing Creativity within the Creative Game Industry
(2008)Department of Informatics
- Abstract
- Creativity is the essence of game design. Managing creativity within organizations can be thought of as being contradictory, and increased empirical research is made within this area, trying to understand the problematic with managing creativity along with more traditional management in business contexts. Even though the research area is substantial on this matter, there is still limited amount of literature focusing on managing creativity within creative industries, e.g. the game industry. This study is seen as a further contribution to that area. We studied the concept of creativity in the creative development process, put in relation to growth at three different levels; industry/context, organization/management, and team/individual. We... (More)
- Creativity is the essence of game design. Managing creativity within organizations can be thought of as being contradictory, and increased empirical research is made within this area, trying to understand the problematic with managing creativity along with more traditional management in business contexts. Even though the research area is substantial on this matter, there is still limited amount of literature focusing on managing creativity within creative industries, e.g. the game industry. This study is seen as a further contribution to that area. We studied the concept of creativity in the creative development process, put in relation to growth at three different levels; industry/context, organization/management, and team/individual. We approached this with a qualitative study, based on interviews with respondents covering the entire Nordic game industry, which is the area in focus of this study. Findings showed a contrary result in relation to the theoretical foundation. Managing creativity within the growing industry and organizations, where external actors, e.g. publishers, have major influence and power to decide what type of games to be published or not, is not seen as a problematic act to handle. On the contrary, demands and restrictions frame the creativity, which is a benefit to the game developing companies and their work in the creative development process since it tells them “what’s allowed” and “what’s not”. The study did also show a positive relationship between financial budget and creativity. A larger financial support from e.g. publishers, positively influence the creativity since it brings more freedom to both the managers and the developing teams. (Less)
Please use this url to cite or link to this publication:
http://lup.lub.lu.se/student-papers/record/1337673
- author
- Stahl, Nelle and Bondesson, Anna
- supervisor
- organization
- year
- 2008
- type
- H1 - Master's Degree (One Year)
- subject
- keywords
- growth, Game Industry, Managing creativity, Game Development, Nordic region, Informatics, systems theory, Informatik, systemteori
- language
- English
- id
- 1337673
- date added to LUP
- 2008-06-13 00:00:00
- date last changed
- 2010-08-03 10:51:48
@misc{1337673, abstract = {{Creativity is the essence of game design. Managing creativity within organizations can be thought of as being contradictory, and increased empirical research is made within this area, trying to understand the problematic with managing creativity along with more traditional management in business contexts. Even though the research area is substantial on this matter, there is still limited amount of literature focusing on managing creativity within creative industries, e.g. the game industry. This study is seen as a further contribution to that area. We studied the concept of creativity in the creative development process, put in relation to growth at three different levels; industry/context, organization/management, and team/individual. We approached this with a qualitative study, based on interviews with respondents covering the entire Nordic game industry, which is the area in focus of this study. Findings showed a contrary result in relation to the theoretical foundation. Managing creativity within the growing industry and organizations, where external actors, e.g. publishers, have major influence and power to decide what type of games to be published or not, is not seen as a problematic act to handle. On the contrary, demands and restrictions frame the creativity, which is a benefit to the game developing companies and their work in the creative development process since it tells them “what’s allowed” and “what’s not”. The study did also show a positive relationship between financial budget and creativity. A larger financial support from e.g. publishers, positively influence the creativity since it brings more freedom to both the managers and the developing teams.}}, author = {{Stahl, Nelle and Bondesson, Anna}}, language = {{eng}}, note = {{Student Paper}}, title = {{Growing up is hard to do? Managing Creativity within the Creative Game Industry}}, year = {{2008}}, }