Research in economics and social sciences has established that innovation has a territorial dimension which determines its dynamics. Therefore, companies may be more or less innovative depending on the characteristics of the territory where they are established or embedded. (Tremblay et al, 2010;. Matteaccioli and Muriel, 2007; Camagni and Maillat, 2006; Maskell, 2001; Porter, 1990). In recent years, the concept of industrial cluster has attracted interest and investment. Inspired by Michael Porter, the term cluster refers to a geographic concentration of interconnected companies, specialized suppliers, related industries and associated institutions in a particular field, also called intermediate bodies. They are not only in competition, but they cooperate together and support firms in training, financing, etc. In our article, we focus on the contributions of close relationships or networks to knowledge development, innovation and business management by relying on a survey of corporate actors in the field of information technology (IT) and mainly multimedia. We will analyze in particular the role of intermediary organizations and their impact on the knowledge development and innovation process of companies in the sector, and their role in entrepreneurship development, including incubator activities. Purpose – The goal of our research is to highlight the role of intermediary bodies, their roles in training or supporting learning in the workplace, as well as the development of companies, in entrepreneurship development in IT and multimedia. We also wanted to identify the role of proximity and to determine if relational or physical proximity is more important. Do firms need to be close to each other physically in order to develop cooperation, entrepreneurship and innovation ? Or is relational proximity, exchanges and interactions, more important? Design/methodology/approach –We conducted a study of the computer industry, multimedia and video game based on the consultation of the literature and semi-structured interviews with representatives of the sector between 2009 and 2015. Interviews with representatives companies focused on their vision of intermediary organizations, innovation policies and their contribution to innovation in the Montreal economy and their business. We achieved a good sixty interviews over the years, but retain here a set of 23 interviews, the latest interviews, which focus more on knowledge development and training, enterprise collaboration and competitiveness of the IT sector. The interviews were all transcribed, coded and analyzed in depth. Not to reveal the identity of the companies surveyed, we indicate that about half were in the area of video games, or more broadly interactive services and digital media (video games often providers), while others are in the broader IT sector. Originality/value – Our study seeks to demonstrate that there is an ongoing effort to value and promote the importance of knowledge development and cooperation for development of the IT, gaming and multimedia industry. We highlight the importance of the concept of cluster, and the determining effect of its dynamics. Practical implications – This study situates itself within an ongoing attempt in Quebec, where for several years the actors and intermediaries, political as well as from civil society, have thought together and sought the establishment of a local metropolitan cluster of fashion in which creativity and innovation are encouraged.