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Organizing the performativity of a creative vision: a longitudinal study (1987-2013) of the rationalization of game design at Ubisoft

David Massé, Héloïse Berkowitz () and Thomas Paris ()
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David Massé: Télécom Paris, I3 SES - Institut interdisciplinaire de l’innovation de Telecom Paris - Télécom ParisTech - I3 - Institut interdisciplinaire de l’innovation - CNRS - Centre National de la Recherche Scientifique
Héloïse Berkowitz: LEST - Laboratoire d'Economie et de Sociologie du Travail - AMU - Aix Marseille Université - CNRS - Centre National de la Recherche Scientifique
Thomas Paris: GREGHEC - Groupement de Recherche et d'Etudes en Gestion - HEC Paris - Ecole des Hautes Etudes Commerciales - CNRS - Centre National de la Recherche Scientifique

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Abstract: In the context of a structuring video game industry and growing game development teams, this article explores how Ubisoft creates, develops and deploys a game design vision. The authors highlight the importance of creative leadership by showing the role of translators and trainers in coupling the leader's vision to his or her socio-material presence, as well as the importance of the density of devices to implement this vision.

Keywords: Performativity; creative vision; leadership; socio-materiality (search for similar items in EconPapers)
Date: 2022-12
New Economics Papers: this item is included in nep-cul and nep-his
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Published in Entreprises et Histoire, 2022, 109, pp.117-137. ⟨10.54695/eh.109.0117⟩

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DOI: 10.54695/eh.109.0117

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