LEADER 06806nam 22004813 450 001 9910876856703321 005 20240912154010.0 010 $a1-394-28428-4 010 $a1-394-28426-8 035 $a(MiAaPQ)EBC31252755 035 $a(Au-PeEL)EBL31252755 035 $a(CKB)31356056700041 035 $a(CaSebORM)9781786308122 035 $a(Exl-AI)31252755 035 $a(EXLCZ)9931356056700041 100 $a20240407d2024 uy 0 101 0 $aeng 135 $aurcnu|||||||| 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 10$aOrganizational Creative Capabilities $eManagement Factors, Processes and Devices 205 $a1st ed. 210 1$aNewark :$cJohn Wiley & Sons, Incorporated,$d2024. 210 4$dİ2024. 215 $a1 online resource (252 pages) 311 $a1-78630-812-6 327 $aCover -- Title Page -- Copyright Page -- Contents -- Foreword -- Author Biographies -- Introduction -- Chapter 1. The Foundations of Organizational Creative Capabilities -- 1.1. Organizational capabilities -- 1.1.1. The different organizational capabilities -- 1.1.2. Approaches for studying organizational capability -- 1.2. Organizational factors of creative capabilities -- 1.2.1. Factors related to the structure of an organization -- 1.2.2. Factors related to an organization's resources -- 1.2.3. Factors related to an organization's vision -- 1.2.4. Factors related to management methods -- 1.3. Organizational routines of creative capabilities -- 1.4. References -- Chapter 2. Building Openness to Develop Organizational Creative Capability -- 2.1. Open innovation as the beginning of openness -- 2.2. The modalities of openness -- 2.2.1. Boundaries management -- 2.2.2. Managing the governance of openness -- 2.2.3. Knowledge absorption management -- 2.3. The main openness devices that promote creativity -- 2.4. Conclusion -- 2.5. References -- Chapter 3. Methods, Tools and Spaces for Revealing Employee Creativity -- 3.1. Cognitively equipping for creativity: training and methods -- 3.1.1. The C-K theory and the DKCP method -- 3.1.2. Creative problem solving (CPS) -- 3.1.3. Design thinking or empathy at the service of creation -- 3.1.4. Cognitively equipping: issues and limits to be taken into account -- 3.2. Establishing and developing fertile spaces for creativity -- 3.2.1. The advent of virtual spaces? -- 3.3. The role of physical tools and equipment -- 3.4. Discussion and conclusion -- 3.5. References -- Chapter 4. Creative Slack Enabling Ideas to Emerge, to be Stored and Transform -- 4.1. The origins of the slack concept -- 4.2. Creative slack as a pool of ideas -- 4.2.1. The creative slack as a formal idea pool. 327 $a4.2.2. Creative slack as the informal idea pool -- 4.3. Creative slack as room to maneuver -- 4.3.1. The room for time for creativity -- 4.3.2. The room for material and financial resources for creativity -- 4.3.3. The room for interpretation in processes and routines -- 4.4. The different components of creative slack: implications and limitations -- 4.5. References -- Chapter 5. Agile Methods and Organizational Creativity -- 5.1. The use of agile methods in the video game industry -- 5.2. The influence of agile methods on the creativity of the video games produced -- 5.3. The central role of organizational creative capability -- 5.3.1. The influence of agile methods on organizational creative capability -- 5.3.2. The influence of organizational creative capability on the creativity of the video games produced -- 5.4. An empirical study -- 5.4.1. Test of the influence of agile methods on the creativity of the video games produced -- 5.4.2. Empirical test of the proposed causal chain -- 5.5. Discussion -- 5.6. References -- Chapter 6. Idea Management and Idea Socialization in Organizations -- 6.1. The path of ideas -- 6.1.1. Idea generation -- 6.1.2. Idea development -- 6.1.3. Idea promotion -- 6.1.4. Idea deployment -- 6.2. The challenges of the idea path -- 6.2.1. How can idea generation be intensified? The challenge of idea incubation -- 6.2.2. How can ideas be enriched? The stocking issue -- 6.2.3. How can the idea be enriched? The challenge of its socialization -- 6.2.4. How to select the best idea -- 6.2.5. What impact does the transporter of the idea and the form of the presentation have on selection? -- 6.3. Global idea management -- 6.3.1. Informal idea management -- 6.3.2. Formal idea management -- 6.3.3. Synthesis -- 6.4. Conclusion -- 6.5. References -- Chapter 7. Measuring Organizational Creative Capabilities -- 7.1. Theoretical framework. 327 $a7.1.1. Dimensions of OCC -- 7.1.2. The consequence of OCC -- 7.1.3. The control variables -- 7.2. Methodology and procedure for generating items -- 7.2.1. The procedure for generating items -- 7.3. Results and discussion -- 7.3.1. Interview results: qualitative exploration -- 7.3.2. Expert feedback: quantitative exploration -- 7.3.3. Initial scale -- 7.4. Conclusion -- 7.5. Appendix: scale items -- 7.5.1. Socialization of ideas -- 7.5.2. Creating room to maneuver -- 7.5.3. Creative equipment -- 7.5.4. Idea management -- 7.5.5. External openness -- 7.5.6. Organizational agility -- 7.6. References -- Chapter 8. The Creative Performance of Organizations -- 8.1. Proposal of a general framework for creative performance -- 8.1.1. Creative performance: definitions and issues -- 8.1.2. Performance and management of organizational creativity -- 8.2. Measuring performance creativity -- 8.2.1. The creativity ladder -- 8.2.2. Proposal of creative performance indicators: creative KPIs -- 8.3. Conclusion -- 8.4. References -- Conclusion -- List of Authors -- Index -- EULA. 330 $aThis book, edited by Guy Parmentier, explores the management of creative capabilities in organizations. It delves into factors, processes, and devices that foster creativity. Key topics include the foundations of creative capabilities, methods for opening organizational boundaries to innovation, cognitive tools and spaces for creativity, and the concept of 'creative slack' as a pool for ideas. The book also examines the influence of agile methods on creativity, particularly in the video game industry. It is intended for scholars and practitioners interested in enhancing creativity within organizational settings.$7Generated by AI. 606 $aCreative ability in business$7Generated by AI 606 $aAgile project management$7Generated by AI 615 0$aCreative ability in business. 615 0$aAgile project management. 700 $aParmentier$b Guy$0476203 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910876856703321 996 $aOrganizational Creative Capabilities$94197937 997 $aUNINA