dc.date.accessioned | 2020-03-10T10:56:36Z | |
dc.date.available | 2020-03-10T10:56:36Z | |
dc.date.issued | 2020 | |
dc.identifier.uri | http://hdl.handle.net/10852/73864 | |
dc.description.abstract | In today’s hypercompetitive market, companies are forced to be creative and innovate in order to survive. Digital technology has brought new possibilities for organisations as well as enabled thousands of start-ups to enter the marketplace. However, the constant flood of start-ups leads to intense competition increasing pressure on the companies to innovate. Developing novel ideas and bringing them to fruition is often a chaotic process influenced by pressure and uncertainty. The concept of creativity in information systems (IS) development and digital innovation has been under-researched with a too-narrow focus. This thesis aims to extend research on digital innovation and creativity and the interaction between human actors and digital technology during this process in a high-pressure environment. A case study of game development start-up companies in the Norwegian video game industry was conducted to gain empirical insight into the work situation of a high-pressure environment with creative and technologically savvy developers. A new theoretical process model is presented, as well as propositions to guide practitioners in their creative endeavours. | en_US |
dc.language.iso | en | en_US |
dc.relation.haspart | Paper I: Hrafnhildur Jónasdóttir. Patterns of Interaction Influencing Innovation in the Video Game Industry. NOKOBIT, 2014. The article is included in the thesis. | |
dc.relation.haspart | Paper II: Jónasdóttir H. (2018) Soft Innovation in the Video Game Industry. In: Rocha Á., Adeli H., Reis L.P., Costanzo S. (eds) Trends and Advances in Information Systems and Technologies. WorldCIST'18 2018. Advances in Intelligent Systems and Computing, vol 745. Springer, Cham. DOI: 10.1007/978-3-319-77703-0_3. The article is not available in DUO due to publisher restrictions. The published version is available at: https://doi.org/10.1007/978-3-319-77703-0_3 | |
dc.relation.haspart | Paper III: Jonasdottir, H. Innovation in Game Development: IT Enablement and Affordances on Kickstarter. Comput Game J 8, 65–81 (2019). DOI: 10.1007/s40869-018-0075-6. The article is included in the thesis. Also available at: https://doi.org/10.1007/s40869-018-0075-6 | |
dc.relation.haspart | Paper IV: Hrafnhildur Jónasdóttir and Sune Dueholm Müller. Theorising Affordance Actualisation in Digital Innovation: The Case of the Video Game Industry (SJIS, In review). To be published. The paper is not available in DUO awaiting publishing. | |
dc.relation.haspart | Paper V: Jónasdóttir, H., Bygstad, B. “Whoever is Educated by Anxiety is Educated by Possibility” A Study of Creativity in Game Development. Comput Game J 8, 121–141 (2019). DOI: 10.1007/s40869-019-00082-4. The article is included in the thesis. Also available at: https://doi.org/10.1007/s40869-019-00082-4 | |
dc.relation.uri | https://doi.org/10.1007/978-3-319-77703-0_3 | |
dc.relation.uri | https://doi.org/10.1007/s40869-018-0075-6 | |
dc.relation.uri | https://doi.org/10.1007/s40869-019-00082-4 | |
dc.title | Creativity Under Pressure in Digital Innovation: The Case of Norwegian Game Development Start-ups | en_US |
dc.type | Doctoral thesis | en_US |
dc.creator.author | Jónasdóttir, Hrafnhildur | |
dc.identifier.urn | URN:NBN:no-76924 | |
dc.type.document | Doktoravhandling | en_US |
dc.identifier.fulltext | Fulltext https://www.duo.uio.no/bitstream/handle/10852/73864/1/PhD-Jonasdottir-2020.pdf | |