Fragment książki  

Organizational Agility in Time of Uncertainty on Example of Game Industry Enterprises in Poland

DOI:
Link do zdalnego zasobu
Data publikacji
2023
Data prezentacji
Data obrony
Data nadania stopnia
Autorzy (rel.)
Żak, Katarzyna
Nr albumu:
Prawa dostępu
Dostęp: otwarty dostęp
Uwagi:
Prawa: Licencja AGH (Publikacje uczelniane)
AGH Licence (University Press) - Fair Use
Licencja AGH (Publikacje uczelniane) - Dozwolony użytek chronionych utworów

Inny tytuł
Typ zasobu:
fragment książki, rozdział
Wersja
wersja wydawnicza
Sygnatura:
Nr normy / patentu
Numer czasopisma (rel.)
Szczegóły wydania / pracy
Uczelnia:
Opublikowane w: Contemporary challenges in management and economy in the area of COVID-19. - Kraków: Wydawnictwa AGH,, pp. 107-121
Skala:Zasięg:
ISBN:e-ISBN: 978-83-67427-63-0
Seria:ISSN:e-ISSN:
Jednostka AGH:
Kierunek:
Forma studiów:
Stopień studiów:
Uzyskany tytuł:
Redaktorzy (rel.)
Promotorzy (rel.)
Recenzenci (rel.)
Projekty badawcze (rel.)
Projekt
Tytuł:
ID:Program:
Instytucja Finansująca
ROR: 
Dane badawcze:
Jednostki organizacyjne (rel.)
Dyscyplina
Słowa kluczowe
uncertainty , COVID-19 , agile , game industry
Dyscyplina (2011-2018)
Specjalność
Klasyfikacja MKP
Abstrakt

The COVID-19 pandemic made the world of science and business turn its attention to the turbulence of the environment in which enterprises operate. Uncertainty, high dynamics of changes and the complexity of the business environment make it increasingly difficult to find the right recipe for success. The solution that many entities reach for is agility. Agility is the ability to deal with volatility and uncertainty. Agile enterprises build their success on resource flexibility and the ability to adapt to changes. Based on the literature on the subject, the paper presents selected definitions of agility and indicates the features of an agile organization. Due to the pandemic situation, many sectors and businesses are facing a serious crisis. The game industry is one of few exceptions because forced stay at home due to lockdown increased the interest in games as a form of spending time both among adults (increase by 31%) and children (increase by 39%). Selected characteristics of the game industry enterprises in Poland in 2020 are presented in this context. In many cases, they undoubtedly perform excellent in the pandemic reality. Due to their financial results and the implemented business practices – they are an example of agile organizations.

Opis
Contains