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Ethan Mollick, assistant professor of management at the University of Pennsylvania, has a forthcoming article in the Strategic Management Journal titled “People and process, suits and innovators: The role of individuals in firm performance.”
Through his analyses, Mollick determines that individuals in middle manager roles (producers) have a larger impact on firm performance than do individuals in more innovative roles (designers).
Data on producers and designers were gathered from the credits of PC games that generated revenue between 1994 and 2006 and were limited to those individuals “who worked on more than one game, and who worked with other combinations of designers and producers, rather than repeatedly being part of the same team at the same company” (Mollick, 2012: 17).
My question to you: what do you think of Mollick’s conclusion that producers have a greater influence on a PC game’s revenue than designers?
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The suggestion that producers have more influence on the revenue of a game because of "selection ability" is speculative given the constraints of the data collected. Mollick concedes "designers are not merely sources of variation, but also, by necessity, are responsible for part of the selection process as well...that differences in middle managers themselves, and not just their selection role in the internal ecology of particular firms, explains part of the variation in performance" (Molick, 2012: 26-27).
Later in his article Mollick (2012: 27) notes that is may be that producers help designers "whittle down" the ideas of a designer to be able to generate a realistic project plan with more capable managers being better at translating game design into reality. It may also be through motivating team members. Other research has offered evidence for the importance of managers ability to facilitate creativity (Hargadon & Bechky, 2006).
The model used to examine the differences across firms, producers and designers is quite novel and an appropriate given the research question, but the model does include data to differentiate between any meaningful differences between the producers or designers on the projects other than the individual's title. The empirical approach did control for team size, year of the release date, game genre as cataloged on MobyGames, the number of games published by the publisher of the game prior to the year of the game's release, and whether the game was a sequel and licensed game. Producers accounted for 22.3% of the variation in revenue while 7.4% of the variation was explained by designers.
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Burgelman R. 1991. Intraorganizational ecology of strategy making and organizational adaptation: Theory and field research. Organization Science 2: 239-262
Hargadon A, Bechky B. 2006. When Collections of Creatives Become Creative Collectives: A Field Study of Problem Solving at Work. Organization Science 17(4): 484