New product development and creativity management in Japanese video gaming software firms
by Reika Kohashi, Sam Kurokawa
International Journal of Technology Management (IJTM), Vol. 30, No. 3/4, 2005

Abstract: Through interviews and surveys, this paper investigates Japanese video gaming software firms that have achieved a major global presence. Contrary to our expectations, findings show that overall Japanese practices are inconsistent with what has generally been believed to be necessary in software development processes. However, our findings suggest that the overall set of creativity management practices is indeed compatible with the needs of the market and development processes.

Online publication date: Mon, 04-Apr-2005

The full text of this article is only available to individual subscribers or to users at subscribing institutions.

 
Existing subscribers:
Go to Inderscience Online Journals to access the Full Text of this article.

Pay per view:
If you are not a subscriber and you just want to read the full contents of this article, buy online access here.

Complimentary Subscribers, Editors or Members of the Editorial Board of the International Journal of Technology Management (IJTM):
Login with your Inderscience username and password:

    Username:        Password:         

Forgotten your password?


Want to subscribe?
A subscription gives you complete access to all articles in the current issue, as well as to all articles in the previous three years (where applicable). See our Orders page to subscribe.

If you still need assistance, please email subs@inderscience.com