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Internationalisation of Swedish computer gaming companies: The role of knowledge in a digital era
Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Business Studies.
Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Business Studies.
2016 (English)Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
Abstract [en]

Title: Internationalisation of Swedish computer gaming companies - The role of knowledge in a digital era

Authors: Elin Jakobsson & Fredrik Döring

Supervisor: Cecilia Pahlberg

Research question: How do Swedish computer gaming companies internationalise in regards to pursuit and absorption of knowledge?

Purpose: The aim is to investigate how computer gaming companies find, internalise and use knowledge leading to internationalisation. This in turn will further be explained by embracing the role of digitisation for the above mentioned processes. This will enrich the field of study about international business where little research has been conducted by putting focus on the expansive industry and its digital product. At the same time the practical viewpoint is to highlight how these companies work around knowledge to become international.

Method: An exploratory, qualitative research approach was undertaken. Semi-structured interviews were conducted to gain an in-depth understanding of how Swedish computer gaming companies internationalise with special focus on absorptive capacity. A conceptual framework forms the basis for analysis consisting of internationalisation theory, absorptive capacity and digitisation.

Conclusions: The findings show that Swedish computer gaming companies internationalise in a reversed order. They do not act according to the Uppsala model, rather they chose what market to focus on after a game is released due to the digitised environment in this industry. This highly competitive and knowledge intensive industry requires game developers to find specific niches in which they can gain a competitive advantage.

Place, publisher, year, edition, pages
2016. , 49 p.
Keyword [en]
Knowledge, Uppsala model, Absorptive Capacity, digitisation, Swedish computer gaming companies, internationalisation
National Category
Business Administration
Identifiers
URN: urn:nbn:se:uu:diva-297639OAI: oai:DiVA.org:uu-297639DiVA: diva2:942675
Educational program
Master Programme in Business and Management
Supervisors
Available from: 2016-06-29 Created: 2016-06-26 Last updated: 2016-06-29Bibliographically approved

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CiteExportLink to record
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