Creating and Sustaining Genres in Cultural Products: Co-Evolution of Technology, Organisation and Markets in the Video Games Industry

Juan Mateos-Garcia, Jonathan Sapsed, Andrew Grantham

Research output: Chapter in Book/Conference proceeding with ISSN or ISBNConference contribution with ISSN or ISBN

Abstract

Genres in cultural or ‘creative’ industries are important heuristics for innovation: they offer both directions and structure for advance, yet also constrain choices in a path-dependent fashion. The constraining forces may lead to risk-averse conservatism, which is sometimes accused of the increasing phenomenon of sequels and franchises of movies, television programmes, books and video games. This paper analyses patterns of innovation in an established genre and a newly-created genre in video games, namely First Person Shooter (FPS), and Social Games. It draws on case studies of four leading organisations developing games in the two genres. While the study shows significant creative behaviour and thinking in the early stages of the new genre of social games, it also finds tendencies to limit choices rapidly following early success, in order to close and stabilise the path. Conversely, in the mature genre of FPS there is considerable creative thinking and innovation introduced to rejuvenate and sustain interest in mature paths. The paper analyses the types of organisational initiatives, objects, tools and processes that either sustain paths or disembed from them. It integrates the notion of cultural product genre into our understanding of co-evolutionary development of technology, organisation and markets.
Original languageEnglish
Title of host publicationDRUID 25th Anniversary Conference
Publication statusPublished - 2008
EventDRUID 25th Anniversary Conference - Copenhagen, Denmark
Duration: 1 Jan 2008 → …

Conference

ConferenceDRUID 25th Anniversary Conference
Period1/01/08 → …

Fingerprint

Video game industry
Coevolution
Innovation
Video games
Conservatism
Creative industries
Evolutionary
Movies
Franchise
Heuristics
Risk-averse
Creative thinking
Cultural industries

Keywords

  • Creative industries
  • Video and computer games
  • Social gaming
  • Innovation
  • CENTRIM

Cite this

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title = "Creating and Sustaining Genres in Cultural Products: Co-Evolution of Technology, Organisation and Markets in the Video Games Industry",
abstract = "Genres in cultural or ‘creative’ industries are important heuristics for innovation: they offer both directions and structure for advance, yet also constrain choices in a path-dependent fashion. The constraining forces may lead to risk-averse conservatism, which is sometimes accused of the increasing phenomenon of sequels and franchises of movies, television programmes, books and video games. This paper analyses patterns of innovation in an established genre and a newly-created genre in video games, namely First Person Shooter (FPS), and Social Games. It draws on case studies of four leading organisations developing games in the two genres. While the study shows significant creative behaviour and thinking in the early stages of the new genre of social games, it also finds tendencies to limit choices rapidly following early success, in order to close and stabilise the path. Conversely, in the mature genre of FPS there is considerable creative thinking and innovation introduced to rejuvenate and sustain interest in mature paths. The paper analyses the types of organisational initiatives, objects, tools and processes that either sustain paths or disembed from them. It integrates the notion of cultural product genre into our understanding of co-evolutionary development of technology, organisation and markets.",
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Mateos-Garcia, J, Sapsed, J & Grantham, A 2008, Creating and Sustaining Genres in Cultural Products: Co-Evolution of Technology, Organisation and Markets in the Video Games Industry. in DRUID 25th Anniversary Conference. DRUID 25th Anniversary Conference, 1/01/08.

Creating and Sustaining Genres in Cultural Products: Co-Evolution of Technology, Organisation and Markets in the Video Games Industry. / Mateos-Garcia, Juan; Sapsed, Jonathan; Grantham, Andrew.

DRUID 25th Anniversary Conference. 2008.

Research output: Chapter in Book/Conference proceeding with ISSN or ISBNConference contribution with ISSN or ISBN

TY - GEN

T1 - Creating and Sustaining Genres in Cultural Products: Co-Evolution of Technology, Organisation and Markets in the Video Games Industry

AU - Mateos-Garcia, Juan

AU - Sapsed, Jonathan

AU - Grantham, Andrew

PY - 2008

Y1 - 2008

N2 - Genres in cultural or ‘creative’ industries are important heuristics for innovation: they offer both directions and structure for advance, yet also constrain choices in a path-dependent fashion. The constraining forces may lead to risk-averse conservatism, which is sometimes accused of the increasing phenomenon of sequels and franchises of movies, television programmes, books and video games. This paper analyses patterns of innovation in an established genre and a newly-created genre in video games, namely First Person Shooter (FPS), and Social Games. It draws on case studies of four leading organisations developing games in the two genres. While the study shows significant creative behaviour and thinking in the early stages of the new genre of social games, it also finds tendencies to limit choices rapidly following early success, in order to close and stabilise the path. Conversely, in the mature genre of FPS there is considerable creative thinking and innovation introduced to rejuvenate and sustain interest in mature paths. The paper analyses the types of organisational initiatives, objects, tools and processes that either sustain paths or disembed from them. It integrates the notion of cultural product genre into our understanding of co-evolutionary development of technology, organisation and markets.

AB - Genres in cultural or ‘creative’ industries are important heuristics for innovation: they offer both directions and structure for advance, yet also constrain choices in a path-dependent fashion. The constraining forces may lead to risk-averse conservatism, which is sometimes accused of the increasing phenomenon of sequels and franchises of movies, television programmes, books and video games. This paper analyses patterns of innovation in an established genre and a newly-created genre in video games, namely First Person Shooter (FPS), and Social Games. It draws on case studies of four leading organisations developing games in the two genres. While the study shows significant creative behaviour and thinking in the early stages of the new genre of social games, it also finds tendencies to limit choices rapidly following early success, in order to close and stabilise the path. Conversely, in the mature genre of FPS there is considerable creative thinking and innovation introduced to rejuvenate and sustain interest in mature paths. The paper analyses the types of organisational initiatives, objects, tools and processes that either sustain paths or disembed from them. It integrates the notion of cultural product genre into our understanding of co-evolutionary development of technology, organisation and markets.

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KW - Video and computer games

KW - Social gaming

KW - Innovation

KW - CENTRIM

M3 - Conference contribution with ISSN or ISBN

BT - DRUID 25th Anniversary Conference

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