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dc.contributorUniversitat Ramon Llull. IQS
dc.contributor.authorSwirski de Souza, Yeda
dc.contributor.authorda Cunha Jesus, Anderson
dc.contributor.authorOlive-Tomas, Antoni
dc.date.accessioned2025-12-04T15:09:52Z
dc.date.available2025-12-04T15:09:52Z
dc.date.issued2025
dc.identifier.issn2192-5372ca
dc.identifier.urihttp://hdl.handle.net/20.500.14342/5666
dc.description.abstractStudies about resources and capabilities have contributed to a better understanding of how small and recent companies perform in international entrepreneurship (IE). This study contributes proposing a model that combines in a dynamic approach IE and microfoundations related to individual choices, processes and structures that underpin resources and capabilities required to IE. This model shows that different levels and dimensions of microfoundations need to be considered as overlapped to explain outcomes at the organizational level. The objective of this study is to analyze how micro-level elements affect capabilities in IE. This study adopted a qualitative approach based on semi-structured interviews and document content analysis. We interviewed 13 individuals with critical roles in video games’ small companies and other actors in the video game sector where there is a clear international orientation. We collected the data in Barcelona's video game ecosystem. The literature review on IE and microfoundations of routines and capabilities inspired prior codification. The analysis of the statements allowed the researchers to identify additional codes. We used ATLAS TI as a support tool to organize and code data. We found that there is an overlap in microfoundations categories showing an interplay of individual agents, interactions, processes, and structures supporting the creation and growth of companies in a sector intense in technology, knowledge, and creativity. As a practical output, this study contributes to policy creation to enhance emerging ecosystems related to knowledge, technology, and creativity-based industries. As a limitation, we highlight that the propositions and model suggested in this study relate to sectors that are intense in technology, knowledge, and creativity as the video game, music, and film industry.ca
dc.format.extentp.22ca
dc.language.isoengca
dc.publisherSpringerca
dc.relation.ispartofJournal of Innovation and Entrepreneurship 2025, 14ca
dc.rights© L'autor/aca
dc.rightsAttribution-NonCommercial-NoDerivatives 4.0 Internationalca
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/4.0/*
dc.subject.otherInternational entrepreneurshipca
dc.subject.otherMicrofoundationsca
dc.subject.otherCapabilitiesca
dc.subject.otherStartupsca
dc.subject.otherVideo gamesca
dc.subject.otherEmprenedoriaca
dc.subject.otherEmpreses petites i mitjanesca
dc.subject.otherVideojocsca
dc.titleMicrofoundations in international entrepreneurship: an analysis in the video game sectorca
dc.typeinfo:eu-repo/semantics/articleca
dc.rights.accessLevelinfo:eu-repo/semantics/openAccess
dc.embargo.termscapca
dc.subject.udc65ca
dc.subject.udc79ca
dc.identifier.doihttps://doi.org/10.1186/s13731-025-00547-zca
dc.description.versioninfo:eu-repo/semantics/publishedVersionca


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