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26:05<br />

Playing the Game Leveraging artistic freedom <strong>and</strong> financial<br />

pressure in video game development<br />

Zackariasson, Peter 1 ; S<strong>and</strong>qvist, Ulf 2<br />

1 University of Gothenburg, School of Business, Economics<br />

<strong>and</strong> Law, Gothenburg, Sweden; 2 Umeå University, Economic<br />

History, Umeå, Sweden<br />

The development of video games has grown from a playful<br />

activity at universities, <strong>and</strong> military research, in the early 1950s<br />

to a professional <strong>and</strong> profitable industry. Today is the video<br />

games industry is one of the major cultural industries – for<br />

example, turnover from sale in the video game industry exceeds<br />

box office revenues in the film industry. Despite this size is<br />

this industry, apart from a few publications (Cadin et al 2006,<br />

Cadin <strong>and</strong> Guérin 2006, Kerr 2006, Readman <strong>and</strong> Grantham<br />

2006, Tschang <strong>and</strong> Szczypula 2006), much ignored in academic<br />

research this far. This is about to change, not least in Sweden<br />

where theses about computer games industry arouses a growing<br />

interest (Dymek 2010, S<strong>and</strong>qvist 2007, 2010; Zackariasson<br />

2003, 2007).<br />

In this paper we aim to contribute to the discussion about<br />

leadership in the borderline between artistic freedom <strong>and</strong><br />

financial pressure. Today, this is very much where the video<br />

game industry is situated. Leadership in cultural organizations,<br />

such as video games developer, has a significant role to<br />

capture the creativity <strong>and</strong> channel it towards innovations in<br />

production, video games, in this case. Guillet de Monthoux<br />

Others (2007) argues that there is a certain fuzzyness in this<br />

type of organization, which places special dem<strong>and</strong>s on the<br />

leadership to encourage this flow <strong>and</strong> steer them towards a<br />

common goal. Byrne et al (2009) suggests that leadership has<br />

an impact on an innovative process in which creative people<br />

can express their knowledge. Compared with the assumptions<br />

of the individual creative person <strong>and</strong> its driving force. The<br />

reason for the leadership <strong>and</strong> creativity in computer game<br />

development is a very good case to study is that this industry<br />

represents the output of today’s cultural <strong>and</strong> technological<br />

society.<br />

Video game industry is also an industry which is heavily<br />

dependent on the creativity <strong>and</strong> artistic creation (Tschang<br />

2007, Zackariasson et al 2006), video games, like other<br />

cultural products, designed to stimulate our senses <strong>and</strong> arouse<br />

emotions. The process in which the game develops commute<br />

thus between artistic creativity <strong>and</strong> technical craft. The artistic<br />

creation is no different from other visual <strong>and</strong> auditory devices<br />

to the extent of creating a material that appeals to an imaginary<br />

audience. There must be a genuine creative behind the product<br />

- like a akvarellmålares artistry. However, what is to come to<br />

this artistic practice in a later stage, will be translated into a<br />

digital format.<br />

26:06<br />

Open innovation in health care services: Challenges <strong>and</strong><br />

opportunities<br />

Keller, Christina 1 ; Edenius, Mats 2 ; Lindblad, Staffan 3<br />

1 Department of Informatics, Jönköping International Business<br />

School, Department of Informatics <strong>and</strong> Media, Uppsala<br />

University, Jönköping, Sweden; 2 Department of Informatics<br />

<strong>and</strong> Media, Uppsala University, Uppsala, Sweden; 3 Karolinska<br />

Institutet, Stockholm, Sweden<br />

In Chesbrough’s (2003) terminology, health care organizations<br />

are so-called ”innovation missionaries”, not creating service<br />

innovations for profit, but to serve a cause. Traditions <strong>and</strong><br />

organizational culture in health care has appointed the<br />

physician as the expert on the patient’s disease with <strong>full</strong> control<br />

of knowledge, treatment <strong>and</strong> services. In this sense, health care<br />

organizations clearly employ closed innovation principles.<br />

These principles have only recently been challenged by, for<br />

example, the patient empowerment movement (Hasselblad<br />

& Bejerot, 2007) <strong>and</strong> approaches like evidence-based design<br />

(Bate & Robert, 2006; Pickles & Hide, 2008). We argue that<br />

”classic” open innovation principles could be applied also<br />

to open service innovation in health care. In the paradigm of<br />

open service innovation, every patient is an expert on his or<br />

her disease <strong>and</strong> should be perceived as such by physicians <strong>and</strong><br />

professions in health care. Patients have access to knowledge<br />

about the disease from, for example, patient guides on the<br />

Internet or patient communities engaging in interaction via<br />

social media. Not only should evidence-based knowledge be<br />

valued in health care but also patients’ ”subjective” experiences<br />

from health care services, <strong>and</strong> effects from treatment <strong>and</strong><br />

lifestyle changes. Accordingly, the patient should be regarded<br />

as a co-designer <strong>and</strong> innovator of health care services. The<br />

purpose of the study is to describe <strong>and</strong> discuss how principles<br />

from open innovation, which are primarily derived from<br />

commercial product development, could be applied to open<br />

service innovation in non-profit health care organizations.<br />

To evaluate the drivers, barriers <strong>and</strong> prerequisites of such<br />

innovation, we performed interviews with to rheumatologists,<br />

engaged in a Swedish research project on open innovation<br />

in health care. The main driver was considered to be ”the<br />

empowered patient”, with a good knowledge of his or her<br />

disease. Barriers to open innovation were the lack of meeting<br />

places for patients, a strong local variation in how health care<br />

services are delivered, <strong>and</strong> an organizational culture which not<br />

promotes learning <strong>and</strong> innovations. It is necessary for health<br />

care organizations to change their current culture of closed<br />

innovation, implying that only physicians have valid knowledge<br />

about patients’ diseases. Other necessary prerequisites for<br />

implementing open innovation principles are support from<br />

management <strong>and</strong> structures of financial control which<br />

encourage innovations.<br />

26:07<br />

Experiences of open innovation in leading companies. Based on<br />

an empirical study in two leading global companies<br />

Stefansdottir, Stella; Steinthorsson, Runolfur Smari<br />

University of Icel<strong>and</strong>, School of Business, Reykjavik, Isl<strong>and</strong><br />

One way to manage product innovation <strong>and</strong> systematically<br />

drive new products to markets is through a product innovation<br />

process. Innovation processes are in an increasing manner<br />

adapted towards more open innovation which has been<br />

practiced for decades.<br />

This paper is related to a doctoral research project on open<br />

innovation. The research is based on empirical findings from<br />

a qualitative study that combines a grounded theory approach<br />

(Glaser <strong>and</strong> Strauss, 1967) <strong>and</strong> a case study (Yin, 2003) of<br />

two leading global high-tech companies in respective fields,<br />

http://marel.com/ <strong>and</strong> http://ossur.com/ . The main source of<br />

information is 16 in-depth interviews with R&D employees<br />

<strong>and</strong> managers at the companies. Kvale’s (Kvale <strong>and</strong> Brinkman,<br />

2009) approach to transcript interviews is used. For analysis<br />

open coding, axial coding, selective coding (Strauss <strong>and</strong><br />

Corbin, 1998) <strong>and</strong> formal data structure analysis (Gustavsson,<br />

1996) are applied. The paper is based on available empirical<br />

data <strong>and</strong> gives a descriptive analysis <strong>and</strong> a discussion of how<br />

two global leading companies have adapted their product<br />

innovation processes towards open innovation in practice.<br />

The objective of the paper is threefold. Firstly, to show how<br />

two leading global companies practice knowledge-intensive<br />

open innovation processes with high degree of collaboration<br />

<strong>and</strong> thus adding value to the companies. Secondly, discuss<br />

how to gain benefits which can involve closeness to markets,<br />

leading customers, the best talents globally <strong>and</strong> possible others.<br />

Thirdly, open up for questions <strong>and</strong> considerations regarding<br />

open innovation <strong>and</strong> strategy. The research perspective<br />

137

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