The Routinization of Creativity: Lessons from the Case of a Video-game Creative Powerhouse

P. Cohendet, P. Llerena, Laurent Simon
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引用次数: 15

Abstract

The aim of this contribution is to proceed to an in-depth exploration of the micro-context of the origin of routines and of their intimate link with organizational creativity. Our view is that organizational creativity orchestrates continuous interactions between different types of routines, operating at different levels of the organization. More precisely we propose distinguishing three types of routines: - First, the routines issued from formal structures or hierarchical working groups in the firm (functional groups, project teams, task force, etc.), for which the context of work and coordination of specialized tasks is defined ex ante by the hierarchy of the firm; - Second, the routines emerging from informal structures, the “knowing communities” which is a “generic term that defines different types of autonomous learning groups of individuals (communities of practice, epistemic communities, and other more or less informal learning groups) united by common beliefs and interests who voluntarily share their resources on a long term basis in order to create and diffuse knowledge” - Third, the routines that are inherently related to the organizational creativity of the firm, which are essentially corporate routines as expression of patterns of thinking, feeling and acting in the corporate culture. In essence they are the genes of collective identity, and take the shape of project management staging and gating principles and practices, framing collective divergent exploration and convergent production toward a creative goal. The contribution is based on an in-depth analysis of the organizational creativity in the world- leading videogame company, Ubisoft, with a special focus on the studio located in Montreal. To some extent, Ubisoft is one of the flagships of the “creative industries”, in which the clear imperative is to sustain creativity on a permanent basis. These reasons explain the choice we made to test our approach of organizational creativity and routines in this firm.
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创意的常规化:来自电子游戏创意引擎的经验教训
这篇文章的目的是深入探索日常活动起源的微观背景及其与组织创造力的密切联系。我们的观点是,组织创造力协调了不同类型的惯例之间的持续互动,在组织的不同层次上运作。更准确地说,我们建议区分三种类型的例程:第一,从公司的正式结构或分层工作小组(职能小组、项目小组、工作组等)发布的例程,其工作背景和专业任务的协调事先由公司的分层定义;-第二,从非正式结构中产生的惯例,即“知识社区”,这是一个“通用术语,定义了不同类型的个人自主学习团体(实践社区,认知社区和其他或多或少非正式的学习团体),这些团体由共同的信仰和兴趣联合起来,长期自愿分享资源,以创造和传播知识”-第三,与企业的组织创造力有内在联系的惯例,本质上是企业惯例,是企业文化中思维、感觉和行为模式的表达。从本质上讲,它们是集体身份的基因,并采取项目管理阶段和控制原则和实践的形式,将集体的分歧探索和趋同生产构建为创造性目标。这篇文章是基于对世界领先的视频游戏公司育碧的组织创造力的深入分析,特别关注位于蒙特利尔的工作室。在某种程度上,育碧是“创意产业”的旗舰之一,在这个产业中,很明显的当务之急是要在永久的基础上保持创造力。这些原因解释了我们在这家公司测试我们的组织创造力和常规方法的选择。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
Swiss Journal of Economics and Statistics
Swiss Journal of Economics and Statistics Mathematics-Statistics and Probability
CiteScore
5.20
自引率
0.00%
发文量
18
审稿时长
15 weeks
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