Microfoundations in international entrepreneurship: an analysis in the video game sector
Abstract Studies about resources and capabilities have contributed to a better understanding of how small and recent companies perform in international entrepreneurship (IE). This study contributes proposing a model that combines in a dynamic approach IE and microfoundations related to individual ch...
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| Main Authors: | , , |
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| Format: | Article |
| Language: | English |
| Published: |
SpringerOpen
2025-06-01
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| Series: | Journal of Innovation and Entrepreneurship |
| Subjects: | |
| Online Access: | https://doi.org/10.1186/s13731-025-00547-z |
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| Summary: | Abstract Studies about resources and capabilities have contributed to a better understanding of how small and recent companies perform in international entrepreneurship (IE). This study contributes proposing a model that combines in a dynamic approach IE and microfoundations related to individual choices, processes and structures that underpin resources and capabilities required to IE. This model shows that different levels and dimensions of microfoundations need to be considered as overlapped to explain outcomes at the organizational level. The objective of this study is to analyze how micro-level elements affect capabilities in IE. This study adopted a qualitative approach based on semi-structured interviews and document content analysis. We interviewed 13 individuals with critical roles in video games’ small companies and other actors in the video game sector where there is a clear international orientation. We collected the data in Barcelona's video game ecosystem. The literature review on IE and microfoundations of routines and capabilities inspired prior codification. The analysis of the statements allowed the researchers to identify additional codes. We used ATLAS TI as a support tool to organize and code data. We found that there is an overlap in microfoundations categories showing an interplay of individual agents, interactions, processes, and structures supporting the creation and growth of companies in a sector intense in technology, knowledge, and creativity. As a practical output, this study contributes to policy creation to enhance emerging ecosystems related to knowledge, technology, and creativity-based industries. As a limitation, we highlight that the propositions and model suggested in this study relate to sectors that are intense in technology, knowledge, and creativity as the video game, music, and film industry. |
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| ISSN: | 2192-5372 |