2015
DOI: 10.1111/bjir.12144
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The Implications of the Value Chain and Financial Institutions for Work and Employment: Insights from the Video Game Industry in Poland, Sweden and Germany

Abstract: What are the reasons for national differences of international market access in high-risk software development and what is the role of employment regulation? This analysis elucidates this question based on national sector studies of the video games industry with particular focus on financial systems, skill formation as well as work and employment systems in Sweden, Germany and Poland. National financial architectures and education are a decisive factor. However, the results also suggest that the 'varieties-of-… Show more

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Cited by 9 publications
(4 citation statements)
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“…This sector is often considered a key component of creative industries, but until recently it was largely overlooked by the literature on creative labour (Thompson et al, 2016). More recent contributions have explored this sector (Deuze et al, 2007; Johns, 2006; Teipen, 2016), highlighting the existence of problems related to working conditions, particularly for what concerns working time and work–life balance (Legault and Weststar, 2015), and recently focusing also on workers’ collective organization (Keogh and Abraham, 2022; Legault and Weststar, 2015; Peticca-Harris et al, 2015; Ruffino and Woodcock, 2021). However, these studies mainly focus on a specific subset of countries, mostly Anglo-Saxon ones.…”
Section: Case Selection and Methodsmentioning
confidence: 99%
“…This sector is often considered a key component of creative industries, but until recently it was largely overlooked by the literature on creative labour (Thompson et al, 2016). More recent contributions have explored this sector (Deuze et al, 2007; Johns, 2006; Teipen, 2016), highlighting the existence of problems related to working conditions, particularly for what concerns working time and work–life balance (Legault and Weststar, 2015), and recently focusing also on workers’ collective organization (Keogh and Abraham, 2022; Legault and Weststar, 2015; Peticca-Harris et al, 2015; Ruffino and Woodcock, 2021). However, these studies mainly focus on a specific subset of countries, mostly Anglo-Saxon ones.…”
Section: Case Selection and Methodsmentioning
confidence: 99%
“…de Peuter, 2012;Dyer-Witheford and de Peuter, 2009;Kerr, 2017;Nieborg, 2015). Though the industry has undergone numerous transformations, the core of the global value chain remains rooted in an asymmetrical power imbalance between development studios and game publishers (Teipen, 2015). Publishers hold monopoly positions in the value chain because they control access to funding and markets and typically hold the intellectual property rights.…”
Section: Labour Control Imperatives In the Digital Game Industrymentioning
confidence: 99%
“…A key aspect of SC planning and execution is the product development process and we saw two sub-themes emerge. First, papers which look at capabilities, such as creativity (Aoyama and Izushi 2003) and inter-firm mobility (Storz 2015) and then, second, country effects on these capabilities (Anderton 2017) and the effect of nation or supranational employment and labour regulation on those working in development fields (Teipen 2008(Teipen , 2016. This area therefore covers the type of people who are involved in the creative and innovative aspects of game design and country-specific environments, which can foster or hinder these developments.…”
Section: Performing Supply Chain Planning and Execution Tasksmentioning
confidence: 99%