TITLE:
Co-Creation in the Game Industry: A Case Study in a Brazilian Developer
AUTHORS:
Marcos Vinicius Cardoso, Huoston Rodrigues Batista, Ernani Marques da Silva, Marcos Antonio Gaspar, Ivanir Costa, Fábio Luís Falchi de Magalhães
KEYWORDS:
Co-Creation, Empirical Studies, Gaming Communities, Information and Communication Technologies, Innovation
JOURNAL NAME:
Social Networking,
Vol.7 No.1,
January
15,
2018
ABSTRACT:
The objective of this work is to understand how the process of co-creation
occurs within the creative industry of video games. For this, concepts of the
creative industry, co-creation, information and communication technologies
(ICTs) and innovation were studied. Since this is an exploratory and qualitative
research, a single case study was chosen as a method. The analysis was
done in a Brazilian company that develops games for mobile devices. The results
show that the consumer (gamer) participates in value creation in the
company’s products, mainly in the initial production stages. In the later phases,
after the launch and other steps of the life cycle, although there is a relationship
with the users, the joint creation of value is little explored by the organization.
Also, it was verified that the co-creation process is supported by
different information and communication tools, which provide agility to the
process.