Papers by Patrick Cohendet
Appropriation strategies and endogenous technological regime: towards a dynamic theory of the role of patents J ÉRÔME FREY ERMU TH, PATRICK COHEN DET AN D
Chapter 9 : Appropriation strategies and endogenous technological regime : Towards a dynamic theory of the role of patents
HAL (Le Centre pour la Communication Scientifique Directe), Feb 1, 2013
Principes d'économie
HAL (Le Centre pour la Communication Scientifique Directe), May 23, 2008
Problématique d’évaluation des effets induits d’un grand programme de R&D : une application au Programme Spatial Européen
HAL (Le Centre pour la Communication Scientifique Directe), 1991
Technology Innovation Management Review, 2014
Les relations entre l'agent économique et son environnement : l'adaptation et la décision irréversible
Thèse pour le doctorat ès sciences économiques - 277 page

Materials, Employment and Skills
Springer eBooks, 1988
A statistical study of the way the number of jobs is evolving in Europe in the field of materials... more A statistical study of the way the number of jobs is evolving in Europe in the field of materials is not really conceivable, for a multitude of reasons suggested below. On the other hand, and because materials determine a considerable proportion of the organization of industrial work, a thorough analysis of the evolution of skills in the field of materials, in the light of work carried out to date may be extremely fruitful. Thanks to a new “visual angle”, it affords an opportunity to comprehend better the pattern of skills and the mechanisms whereby jobs are destroyed and created, and so to pinpoint the blocks and difficulties in changing over to a new mode of industrial organization. In the background of the activities reported on in earlier parts of this work, the importance of knowledge and know-how have become manifestly apparent. The following analysis confirms that skills are indeed the key to the possible transition to a new production system.
Communities of Innovation at the Ubisoft Montréal’s Studio
WORLD SCIENTIFIC eBooks, Apr 1, 2021
Chapitre 2. Le studio d’Ubisoft Montréal : comment orchestrer les communautés pour assurer une dynamique intensive et continue d’innovation
Managing creativity in the fi rm: the fuzzy front end of innovation and dynamic capabilities PAT RICK COHEN DET, J EAN-FR ANÇOIS H A RV EY
Management of a Crisis Situation in a Large Video Game Studio

Concepts and models of innovation
Edward Elgar Publishing eBooks, Nov 24, 2017
As a general paradigm for society, a dominant model of innovation drives and shapes the behaviour... more As a general paradigm for society, a dominant model of innovation drives and shapes the behaviours and decisions of policy-makers, economists, entrepreneurs, business managers and all sorts of economic agents. In the present contribution, to focus on the relationships between dominant models and constitutive disciplines, we have purposefully reduced the sequence of generations of dominant models to three main generations: 1) the linear and closed model of innovation (from World War I to the mid-1980s); 2) the interactive and closed model of innovation (from the mid-1980s to the first decade of the 21st century); and 3) the interactive and open model of innovation (starting from the first decade of the 21st century, which in our view has not yet reached its mature stage). For each generation of dominant model, we will summarise the main characteristics of the dominant model, to assess the contribution of each of the constitutive disciplines to the model, and to understand the replacement of a model by a new one.
The Montreal videogame studio and its local ecosystem as a key resource of creativity
Edward Elgar Publishing eBooks, May 25, 2018
In this chapter, the authors analyse Ubisoft’s Montreal ecosystem. They show how the Ubisoft st... more In this chapter, the authors analyse Ubisoft’s Montreal ecosystem. They show how the Ubisoft studio is the central actor that orchestrated a unique ecosystem in videogames through the building of a rich ‘middleground’, conceived as a set of intermediary platforms and devices that connect and integrate formal organisations and informal collectives. They argue that the success of the development of the Ubisoft studio and of the dynamism of the city in the domain of videogames is due to the progressive building by the main parties in this field of such a middleground that provides the essential qualities of an ecosystem: generative dynamism, resilience and power of attraction.
Economics and the ecology of creativity: evidence from the popular music industry
International Review of Applied Economics, Nov 1, 2009
Creativity does not result from the talents of a few individuals, but, on the contrary, nourishes... more Creativity does not result from the talents of a few individuals, but, on the contrary, nourishes itself from the repeated exchanges among a variety of heterogeneous entities that all contribute in their own way to foster the development of new ideas. As a result, the creative activity must be considered as embedded in creative territories. In other words, these creative
Montréal, ville créative : diversités et proximités
Hermann eBooks, Jul 19, 2010
Chapter 8 : Managing creativity in the firm: the fuzzy front end of innovation and dynamic capabilities
HAL (Le Centre pour la Communication Scientifique Directe), Feb 1, 2013
Always Playable: Recombining Routines for Creative Efficiency at Ubisoft Montreal’s Video Game Studio
Organization Science, Jun 1, 2016
This study examines how an organization can redefine its core process when faced with a major cri... more This study examines how an organization can redefine its core process when faced with a major crisis of creative efficiency. We analyze the case of the experimentation of the “Always Playable” project at Ubisoft Montreal, a leading video game development studio, where a crisis of creativity triggered an active reconfiguration of routines and their artifacts. To address this crisis, the organization attempted to restore a balance between efficiency and flexibility by modifying the generative relationship among the ostensive aspect, the performative aspect, and artifacts of routines. Our study shows that one way to reach this balance is by deliberately breaking, partitioning, and recombining aspects from different routines.

Playing across the playground: paradoxes of knowledge creation in the videogame firm
Journal of Organizational Behavior, 2007
This contribution illustrates how a videogame firm copes in managing creativity and expression of... more This contribution illustrates how a videogame firm copes in managing creativity and expression of artistic values, while meeting the constraints of the economics of mass entertainment. The research is based on a case study in one of the largest video game studios in the world located in Montreal, Canada. The approach considers that the creative units of the firms are the communities of specialists (game developers, software programmers, etc.). Each of these communities, which have found a fertile soil in Montreal that nurtures their creative potential, is focused on both exploration and exploitation of a given domain of knowledge. In order to benefit from these sources of creativity, the integration forces implemented by the managers of the firm to bind the creative units together for achieving commercial successes reveal a hybrid form of project management which combines decentralized platforms with strict constraints on time, and a specific management of space that favors informal interactions. However, we suggest that the integration forces put forward by the firm are not just for harnessing creative units: they also generate creative slacks for further expansion of creativity. Copyright © 2007 John Wiley & Sons, Ltd.
Le Québec économique 9 - Chapitre 18 - L’aérospatiale numérique au Québec : un écosystème innovant au cœur des enjeux de la société
Le co-design au service des communautés créatives
RePEc: Research Papers in Economics, 2016
Peut-on imaginer une action collective pour l'innovation la ou les participants ne sont ni ex... more Peut-on imaginer une action collective pour l'innovation la ou les participants ne sont ni experimentes ni formes a la conception ou a la creation collaborative ? C'est le pari du co-design, qui reussit a rassembler des citoyens pour resoudre des enjeux qui les concernent directement.
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Papers by Patrick Cohendet