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Product Development In Japanese Tv Game Software: The Case Of An Innovative Game

Author

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  • YASUNORI BABA

    (Research into Artifacts, Center for Engineering (RACE) and Research Center for Advanced Economic Engineering (AEE), The University of Tokyo, Japan)

  • F. TED TSCHANG

    (Asian Development Bank Institute, and Singapore Management University, Singapore)

Abstract

This paper addresses the issue of developing innovative software with a case study of the emerging prototyping methods used in an innovative game in the Japanese game software industry. Software has traditionally been seen as an efficiency-driven process. But in innovative software, there are other important issues, such as the need to allow for radical redesign in development cycles, and the need to resolve tensions between creative and controlling processes. The paper addresses the broader design issue by documenting the emerging prototyping practices in design-driven and originality-oriented product development. We term this an "outward spiral" software development model, in which the completion of an initial prototyping cycle may lead to significant revisions in design and code, and the possible scrapping of large chunks of code. This model is compared with the development processes used for other types of software and in creative industries like the music industry.

Suggested Citation

  • Yasunori Baba & F. Ted Tschang, 2001. "Product Development In Japanese Tv Game Software: The Case Of An Innovative Game," International Journal of Innovation Management (ijim), World Scientific Publishing Co. Pte. Ltd., vol. 5(04), pages 487-515.
  • Handle: RePEc:wsi:ijimxx:v:05:y:2001:i:04:n:s1363919601000464
    DOI: 10.1142/S1363919601000464
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    Citations

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    Cited by:

    1. Zhang, Qingyu & Vonderembse, Mark A. & Cao, Mei, 2009. "Product concept and prototype flexibility in manufacturing: Implications for customer satisfaction," European Journal of Operational Research, Elsevier, vol. 194(1), pages 143-154, April.
    2. F. Ted Tschang, 2007. "Balancing the Tensions Between Rationalization and Creativity in the Video Games Industry," Organization Science, INFORMS, vol. 18(6), pages 989-1005, December.
    3. Wu, Yuanyuan & Wu, Shikui, 2016. "Managing ambidexterity in creative industries: A survey," Journal of Business Research, Elsevier, vol. 69(7), pages 2388-2396.
    4. Peters, Frank, 2018. "The business of video games is a multi-player game : Essays on governance choices and performance in a two-sided market in the cultural industries," Other publications TiSEM 886b3148-4bbb-4ea4-b666-0, Tilburg University, School of Economics and Management.

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