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Featured researches published by Peter Zackariasson.


Industrial Marketing Management | 2004

Internetworked after-sales service

Peter Zackariasson; Timothy L. Wilson

Firms, even ones in relatively heavy industries, seem to be moving in a direction in which information technology (IT) is becoming more and more integrated into their organizations. This paper describes a good, perhaps model, firm that appears to be getting better by recognizing IT per se as an actor in its after-sales organization. Both a smarter product and IT produced evolutionary changes in its after-sales operations. As the product becomes self-diagnostic, it is increasingly evident that the technology is an actual participant in the organization. These developments are interpreted in terms of internetworking concepts. Perhaps one outcome of this study will be to encourage leaders/managers to utilize some of the precepts of actor network theory (ANT) in their thinking.


Services Marketing Quarterly | 2006

Management of creativity in video game development : a case study

Peter Zackariasson; Martin Walfisz; Timothy L. Wilson

Abstract Video games and their production have evolved over a few decades from being “fun” exercises at universities to a business in which annual revenues have exceeded that of Hollywood box office receipts. Presently, development of these games has become technically more advanced, and the barrier to entry into this market as a developer is getting increasingly more costly. Consequently, there has been a move toward “professionalism” of these efforts that embodies flexibility into the creative development process. In this paper we report on the process used to develop new offerings in a successful Swedish firm. We reflect on the institutionalizing of creativity in this process and the leadership style used in directing it.


Creativity and Innovation Management | 2006

Phronesis and Creativity: Knowledge Work in Video Game Development

Peter Zackariasson; Alexander Styhre; Timothy L. Wilson

This article presents a study of the knowledge work involved in the development of video games. The success of these games is based on the ability to create a sense of immersion for the gamers. In the case presented here, dedicated gamers were also preferred when hiring personnel to develop the games. Speaking about the know-how of this specific group in terms of phronesis, the detailed and practical understanding of a particular field, enables an understanding of the idiosyncratic competence of this group and its importance for the development process. The video game development process is also structured to enable an open-ended process under the continuous influence of the gamers. The article concludes that innovative and creative work needs to be able to exploit a variety of competencies and that the notion of phronesis has to date been relatively under-theorized and therefore deserves more detailed attention.


Services Marketing Quarterly | 2003

CAD and Consequences in the Swedish Architectural Industry

Gert-Olof Boström; Peter Zackariasson; Timothy L. Wilson

ABSTRACT As an example of technology shaping the marketing environment, this paper reports on the impact of the introduction of computer assisted design (CAD) capabilities into the architectural industry in Sweden. Change is addressed at three levels-in the process of producing output, in the output itself, and in the industry as an apparent consequence of the technological introduction. It is observed that there has been a division in the industry-one segment representing a rather traditional approach to architectural services, the other a more business-oriented, adopter segment. Results are interpreted in terms of a structurational theory of technology. Understanding is discussed both in terms of technology adoption as well as the nature of professional services.


Competitiveness Review: An International Business Journal Incorporating Journal of Global Competitiveness | 2009

Technology and change in the Swedish architectural industry

Peter Zackariasson; Gert-Olof Boström; Timothy L. Wilson

Purpose – This paper seeks to apply a structurational model of technology to reflect on the introduction, assimilation, and consequent industry change that accompanied the introduction of computer ...


Archive | 2013

The role of the consumer : from sales to co-production

Peter Zackariasson; Timothy L. Wilson

In 2012 Tim Schafer raised more than


Business Horizons | 2006

Real-time strategy: Evolutionary game development

Martin Walfisz; Peter Zackariasson; Timothy L. Wilson

1 million in less than 24 hours towards his next video game development - not from a big-name publisher, but from fans alerted to the project on Twitter and Facebook (Snider, 2012). Reflecting on this rapid response, industry analyst Wanda Meloni commented: ‘I think there is a growing pent-up demand for really good, creatively designed games that aren’t coming out of the big publishers’ (Snider, 2012: 5B). This development signals a full circle return of the importance of the consumer in video game development. In the initial stages of the industry developers and consumers were peers - individuals programming computers for their own entertainment. As commercial interests grew, users became the targets for sales and thus the indirect sponsors of development. Now, as Tim Schafer’s experience shows, they are becoming more directly involved in the financing of games. Always, however, it was the consumer who both provided and was a user of value in these games.


Archive | 2012

The Video Game Industry: Formation, Present State, and Future

Peter Zackariasson; Timothy L. Wilson


Competition Forum | 2008

Game on : Competition and competitiveness in the video game industry

Peter Zackariasson; Timothy L. Wilson


in Peter Zackariasson and Timothy L. Wilson eds. The Video Game Industry: Formation, Present State, and Future | 2012

Marketing of Video Games

Peter Zackariasson; Timothy L. Wilson

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