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14 - Commoning through Interactions

Governing Offline and Online Communities in the German Video Game Influencer Industry

Published online by Cambridge University Press:  06 June 2026

David Gindis
Affiliation:
University of Warwick

Summary

This single case study of INSTINCT3, a Germany-based video game influencer management agency, investigates how its employees (influencers) and external stakeholders (followers) operate as polycentric communities in two interconnected action arenas: an offline arena of intra-organizational interactions between employees, and an online arena in which influencer channels mediate interactions between influencers and followers. The study relies on the governing knowledge commons (GKC) framework to examine the transfer of organizational values between offline and online communities. In-depth interviews are used to identify the resources, community attributes, and rules-in-use that are essential in developing a value-driven and responsible employee communityship. Additionally, the study investigates if and how organizationally relevant rules-in-use are transferred by influencers through communicative practices in their online communities to their followers. Relying on comparative analysis, it identifies how INSTINCT3 governs the two action arenas as part of a dynamic and multilayered process.

Information

Figure 0

Figure 14.1 The GKC framework.

Source: Frischmann et al. (2014, 19).
Figure 1

Table 14.1 Representative research questions

Figure 2

Table 14.2 IntervieweesTable 14.2

Figure 3

Table 14.3 Data analysis processTable 14.3

Figure 4

Figure 14.2 INSTINCT3’s knowledge commons.

Figure 5

Figure 14.3 Patterns and interactions community map.

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