The DOI matches its Crossref record, with a small difference in title or year; 15 of the 16 references it cites were found in a registry or an index.
HRM Practices in the Video Game Industry:
Overview
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In the citing paper
“Crucially though, such theory is largely absent: we lack a comprehensive understanding of game development practices and the regional differences in how developers think and work [9, 27, 28].”
From Generative AI in Game Development: A Qualitative Research Synthesis (2026) · cites this paper as [9]
Citations
Cites
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Paradox in Project-Based Enterprise: The Case of Film Making
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Self-citationProject-Based Organizations, Embeddedness and Repositories of Knowledge: Editorial
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Self-citationCapitalisme contre capitalisme
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Self-citation
Cited by
DeFillippi, R., Grabher, G., & Jones, C. (2007) · Journal of Organizational Behavior · doi:10.1002/job.466 · Cited by 373
Self-citationSmall businesses in the new creative industries: innovation as a people management challenge
Hotho, S., & Champion, K. (2011) · Management Decision · doi:10.1108/00251741111094428 · Cited by 329
Paradigm shifts in the video game industry
Zackariasson, P., & Wilson, T. L. (2010) · Competitiveness Review An International Business Journal incorporating Journal of Global Competitiveness · doi:10.1108/10595421011029857 · Cited by 55
Bogdanowicz, M., Giuditta, D. P., Nepelski, D., & Simon, J. (2010) · RePEc: Research Papers in Economics · doi:10.2791/47364 · Cited by 50
Creative Economies in Peripheral Regions
Collins, P., & Cunningham, J. A. (2017) · Springer eBooks · doi:10.1007/978-3-319-52165-7 · Cited by 42
How to launch a successful video game: A framework
Ahmad, N., Barakji, S. A. R., Shahada, T. M. A., & Anabtawi, Z. A. (2017) · Entertainment Computing · doi:10.1016/j.entcom.2017.08.001 · Cited by 41
Scholz, T. M. (2012) · Thunderbird International Business Review · doi:10.1002/tie.21507 · Cited by 39
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Bounded careers in creative industries: Surprising patterns in video games
Casper, S., & Storz, C. (2016) · Industry and Innovation · doi:10.1080/13662716.2016.1224705 · Cited by 25
Dilemmas of Project-Based Media Work: Contexts and Choices
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Self-citationWe Are Always After That Balance: Managing Innovation in the New Digital Media Industries
Hotho, S., & Champion, K. (2010) · Journal of technology management & innovation · doi:10.4067/s0718-27242010000300003 · Cited by 23
Innovate or game over? Examining effects of product innovativeness on video game success
Handrich, F., Heidenreich, S., & Kraemer, T. (2022) · Electronic Markets · doi:10.1007/s12525-022-00521-7 · Cited by 19
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Option Chain and Change Management: a Structural Equation Application
Burger‐Helmchen, T. (2006) · European Management Journal · doi:10.2139/ssrn.938991 · Cited by 18
Industry life-cycle theory in the cultural domain: Dynamics of the games industry
Peltoniemi, M. (2009) · Tampere University Institutional Repository (Tampere University) · Cited by 17
Park, S. (2024) · Transactions of the Digital Games Research Association · doi:10.26503/todigra.v7i1.2183 · Cited by 10
HR Issues in the Computer Games Industry
Shaw, S., & Homan, G. (2013) · Palgrave Macmillan UK eBooks · doi:10.1057/9781137318411_8 · Cited by 9
SyDRA: An approach to understand game engine architecture
Ullmann, G. C., Guéhéneuc, Y., Petrillo, F. D. S., Anquetil, N., & Politowski, C. (2024) · Entertainment Computing · doi:10.1016/j.entcom.2024.100832 · Cited by 7
Generative AI in Game Development: A Qualitative Research Synthesis
Ternar, D.-A., Denisova, A., Cunha, J. M., Kultima, A., & Guckelsberger, C. (2026) · Proceedings of the 2026 CHI Conference on Human Factors in Computing Systems · doi:10.1145/3772318.3791206 · Cited by 6
“Where coun-terpoints appear, they operate at different scopes: augmentation framings in C5 focus on the mechanics of collaboration without dis-puting the need for legitimacy measures, while adoption optimism in C6 captures attitudes that coexist with ownership, legal, and job-security constraints.”
ASSESSING THE FUTURE COMPETITIVENESS OF THE EU VIDEO GAMES SOFTWARE INDUSTRY
Prato, G. D., Feijóo, C., Nepelski, D., & Bogdanowicz, M. (2010) · Cited by 6
The intertwined role of play at game studios: an examination of office play strategies
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Game on : Competition and competitiveness in the video game industry
Zackariasson, P., & Wilson, T. L. (2008) · Competition Forum · Cited by 5
A literature review on Human Capital Management in the Video Game Industry
Łabędzki, R. (2022) · Kwartalnik Nauk o Przedsiębiorstwie · doi:10.33119/knop.2022.65.3.7 · Cited by 3
Games and Innovation Research Seminar 2011 Working Papers
Kultima, A., & Peltoniemi, M. (2012) · Cited by 3
Park, S., Harviainen, J. T., & Kultima, A. (2026) · Games Research and Practice · doi:10.1145/3796707 · Cited by 2
Understanding Self-Exploitation in the Digital Games Sector
Briken, K., Chillas, S., Krzywdzinski, M., Marks, A., & Wright, A. (2017) · doi:10.1057/978-1-137-61014-0_10 · Cited by 2
Park, S., Hämäläinen, P., & Kultima, A. (2024) · CHI Conference on Human Factors in Computing Systems · doi:10.1145/3613904.3642275 · Cited by 1
Encouraging enterprise : rationalising self-exploitation in the digital games sector
Wright, A. (2016) · Research Explorer (The University of Manchester) · Cited by 1
Different Jobs Need Different CulturesPreprint
Scholz, T. M. (2011) · SSRN Electronic Journal · doi:10.2139/ssrn.1907601
Doing Business Creatively: Business Models and Policy
Collins, P., & Cunningham, J. A. (2017) · Springer eBooks · doi:10.1007/978-3-319-52165-7_4
Bowman, D. (2020) · UEA Digital Repository (University of East Anglia)
Parker, O. N., Mui, R. W., Bhawe, N. M., & Semadeni, M. (2022) · Journal of Business Research · doi:10.1016/j.jbusres.2022.07.050
Harmony of Discord: The Paradoxes of Artificial Intelligence and Innovative Teams
Deligonul, S. Z. (2025) · Future of business and finance · doi:10.1007/978-3-031-84017-3_10
Innovaatiokäyttäytyminen pelialan työntekijöiden keskuudessa
Miettinen, S. (2021) · Osuva (University of Vaasa)
Generative AI in Game Development: A Qualitative Research Synthesis
Ternar, A., Denisova, A., Cunha, J. M., Kultima, A., & Guckelsberger, C. (2025) · arXiv
“Where coun-terpoints appear, they operate at different scopes: augmentation framings in C5 focus on the mechanics of collaboration without dis-puting the need for legitimacy measures, while adoption optimism in C6 captures attitudes that coexist with ownership, legal, and job-security constraints.”
Metadata
- Authors
- Cadin, L., Guérin, F., & DeFillippi, R.
- Affiliations
- ESCP Business School (FR)
- Institut National des Sciences Appliquées Rouen Normandie (FR)
- Suffolk University (US)
- Venue
- European Management Journal
- Publisher
- Elsevier BV
- Published
- 2006-08
- Volume
- 24
- Issue
- 4
- Pages
- 288-298
- ISSN
- 0263-2373 (ISSN-L)
- OpenAlex
- W1595370105
- Cited by
- 33
- References
- 16
- Citations by year
- 2026: 2 · 2025: 1 · 2024: 3 · 2022: 3 · 2017: 6 · 2016: 3 · 2013: 1 · 2012: 2
- FWCI
- 3.01
- Type
- journal article
- Language
- en
- Open access
- closed
- Licence
- www.elsevier.com/tdm/userlicense/1.0/ (tdm)
- www.elsevier.com/legal/tdmrep-license (tdm)
- Locations
- European Management Journal (publishedVersion)
- HAL (submittedVersion)
- RePEc: Research Papers in Economics (submittedVersion)
- Topics
- Social Sciences › Business, Management and Accounting › Organizational Behavior and Human Resource Management › Human Resource and Talent Management
- Social Sciences › Business, Management and Accounting › Business and International Management › Global and Cross-Cultural Management
- Social Sciences › Business, Management and Accounting › Industrial relations › Employment, Labor, and Gender Studies
- Keywords
- human resource management practices, video game industry, employment relationship, career paths, organizational instability, industry leaders
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Bibliographic data: Semantic Scholar, OpenAlex, Crossref.
Contains information from the Semantic Scholar Academic Graph Datasets, made available under the ODC Attribution License (ODC-BY 1.0).
Semantic Scholar’s data is described in: Kinney, R., et al. (2023). The Semantic Scholar Open Data Platform. arXiv:2301.10140.