

de Recherche et d’Innovation
en Cybersécurité et Société
Hamouti, R.
ALONE or in COOPERATION: WHAT IS the BEST STRATEGY for the PERFORMANCE of RADICAL PRODUCT INNOVATION in the VIDEO GAME INDUSTRY? Article de journal
Dans: International Journal of Innovation Management, vol. 25, no 9, 2021, ISSN: 13639196 (ISSN), (Publisher: World Scientific).
Résumé | Liens | BibTeX | Étiquettes: Cooperation with non-rivals, coopetition, individual strategy, Performance, Radical innovation, video game
@article{hamouti_alone_2021,
title = {ALONE or in COOPERATION: WHAT IS the BEST STRATEGY for the PERFORMANCE of RADICAL PRODUCT INNOVATION in the VIDEO GAME INDUSTRY?},
author = {R. Hamouti},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85120833529&doi=10.1142%2fS1363919621501000&partnerID=40&md5=01c85e1f5fb2675cc44f18e1c7dc28cd},
doi = {10.1142/S1363919621501000},
issn = {13639196 (ISSN)},
year = {2021},
date = {2021-01-01},
journal = {International Journal of Innovation Management},
volume = {25},
number = {9},
abstract = {The aim of this research is to study the impact of inter-organisational strategies on performance of radical product innovation. We distinguish three kinds of strategies: (1) individual strategy, (2) cooperation with non-rivals strategy, and (3) coopetition strategy. We study innovation at the product level, and we analyse the market performance. We develop and test the hypotheses comparing the effects of these three strategies on the market performance of radical product innovation. An empirical research is carried out to study the video game publishing industry. We perform a quantitative analysis on a sample of 100 video games that involve radical innovations, identified among 822 video games launched between 2006 and 2011. The main results show that coopetition is the most fruitful strategy for developing a radical innovation. In this process, a direct competitor becomes the best and the most viable partner for that type of innovation. © 2021 World Scientific Publishing Europe Ltd.},
note = {Publisher: World Scientific},
keywords = {Cooperation with non-rivals, coopetition, individual strategy, Performance, Radical innovation, video game},
pubstate = {published},
tppubtype = {article}
}
Pallavicini, F.; Bouchard, S.
Editorial: Assessing the Therapeutic Uses and Effectiveness of Virtual Reality, Augmented Reality and Video Games for Emotion Regulation and Stress Management Article de journal
Dans: Frontiers in Psychology, vol. 10, 2019, ISSN: 16641078 (ISSN), (Publisher: Frontiers Media S.A.).
Liens | BibTeX | Étiquettes: emotion, emotion regulation, Stress, Stress management, video game, virtual reality
@article{pallavicini_editorial_2019,
title = {Editorial: Assessing the Therapeutic Uses and Effectiveness of Virtual Reality, Augmented Reality and Video Games for Emotion Regulation and Stress Management},
author = {F. Pallavicini and S. Bouchard},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85077324720&doi=10.3389%2ffpsyg.2019.02763&partnerID=40&md5=db4710199f2cd7c65c0f5488c3878396},
doi = {10.3389/fpsyg.2019.02763},
issn = {16641078 (ISSN)},
year = {2019},
date = {2019-01-01},
journal = {Frontiers in Psychology},
volume = {10},
note = {Publisher: Frontiers Media S.A.},
keywords = {emotion, emotion regulation, Stress, Stress management, video game, virtual reality},
pubstate = {published},
tppubtype = {article}
}
Khazaal, Y.; Favrod, J.; Sort, A.; Borgeat, F.; Bouchard, S.
Editorial: Computers and games for mental health and well-being Article de journal
Dans: Frontiers in Psychiatry, vol. 9, no APR, 2018, ISSN: 16640640 (ISSN), (Publisher: Frontiers Media S.A.).
Liens | BibTeX | Étiquettes: augmented reality, Cognitive behavior therapy, Cognitive remediation, computer assisted therapy, controlled clinical trial (topic), editorial, human, information processing, Internet treatment, mental disease, mental health care, mobile application, Patient Compliance, prophylaxis, schizophrenia, Serious games, Smartphone app, telehealth, video game, virtual reality, wellbeing
@article{khazaal_editorial_2018,
title = {Editorial: Computers and games for mental health and well-being},
author = {Y. Khazaal and J. Favrod and A. Sort and F. Borgeat and S. Bouchard},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85045511603&doi=10.3389%2ffpsyt.2018.00141&partnerID=40&md5=51e50eac3fa902a4358d2bbf8562179c},
doi = {10.3389/fpsyt.2018.00141},
issn = {16640640 (ISSN)},
year = {2018},
date = {2018-01-01},
journal = {Frontiers in Psychiatry},
volume = {9},
number = {APR},
note = {Publisher: Frontiers Media S.A.},
keywords = {augmented reality, Cognitive behavior therapy, Cognitive remediation, computer assisted therapy, controlled clinical trial (topic), editorial, human, information processing, Internet treatment, mental disease, mental health care, mobile application, Patient Compliance, prophylaxis, schizophrenia, Serious games, Smartphone app, telehealth, video game, virtual reality, wellbeing},
pubstate = {published},
tppubtype = {article}
}