EconPapers    
Economics at your fingertips  
 

Next Level: Significant Rule Changes Lead to a New Game

Devon Gidley ()

Chapter Chapter 3 in Innovation and Entrepreneurship in the Indie Video Game Industry, 2025, pp 45-80 from Springer

Abstract: Abstract The forced change in the organizational rules is identified as a crux event. The rule change impacted all teams and the Quarry as a whole. In this chapter:, the Quarry manager pitches a rapid prototyping program. Some individuals attend a bootcamp for game making. Teams (mostly) produce six games in six weeks. The companies try to figure out commercial viability and prepare for Gamescom. The rapid prototyping was not sustainable. Bootcamps (in the military and coding) are conducted at the beginning with novices. The idea is to break down the individual before inducting them into a new social structure and to teach them new things.

Date: 2025
References: Add references at CitEc
Citations:

There are no downloads for this item, see the EconPapers FAQ for hints about obtaining it.

Related works:
This item may be available elsewhere in EconPapers: Search for items with the same title.

Export reference: BibTeX RIS (EndNote, ProCite, RefMan) HTML/Text

Persistent link: https://EconPapers.repec.org/RePEc:spr:sprchp:978-3-031-80877-7_3

Ordering information: This item can be ordered from
http://www.springer.com/9783031808777

DOI: 10.1007/978-3-031-80877-7_3

Access Statistics for this chapter

More chapters in Springer Books from Springer
Bibliographic data for series maintained by Sonal Shukla () and Springer Nature Abstracting and Indexing ().

 
Page updated 2025-06-16
Handle: RePEc:spr:sprchp:978-3-031-80877-7_3