The Blessings of Vintage: Exploring Technological Change made by Users of Discontinued Home Video Games Hardware
AbstractThe paper analyses the relation between use and technological change, emphasising three points that are not usually mentioned in the literature: the need to study technologies and products beyond the typical Product Life Cycle model, the need to study the role of users as agents of technological change, and the need to study technology “in use”, and not only new and upcoming technologies. Based on those premises, an empirical study of the home video games industry was conducted, combing qualitative and quantitative research activities through the “crystallisation” technique. The qualitative component was used to analyse online communities of users that perform technological changes to discontinued home video games hardware (modders) and their activities. The qualitative component comprised an online questionnaire to 20 users. Results confirm that “old” technologies continue to exist and to be improved long after they are discontinued, due to users’ technological changes. These technological changes are complex processes, done through incremental steps, on an individual learning by doing basis, within a context of information sharing, and support within the communities. Although relevant from a technical point of view, the outcomes do not feedback into the innovation processes of companies.
Download InfoIf you experience problems downloading a file, check if you have the proper application to view it first. In case of further problems read the IDEAS help page. Note that these files are not on the IDEAS site. Please be patient as the files may be large.
Bibliographic InfoPaper provided by CIEO-Research Centre for Spatial and Organizational Dynamics, University of Algarve in its series Spatial and Organizational Dynamics Discussion Papers with number 2011-8.
Length: 29 pages
Date of creation: 30 Jun 2011
Date of revision:
Contact details of provider:
Postal: University of Algarve, Faculty of Economics, Campus de Gambelas, 8005-139 Faro, Portugal, email of President of the Centre: firstname.lastname@example.org
Phone: +351 289 244 406
Web page: http://www.cieo.pt/
More information through EDIRC
use; technological change; angry orphans; technological obsolescence;
Find related papers by JEL classification:
- O33 - Economic Development, Technological Change, and Growth - - Technological Change; Research and Development; Intellectual Property Rights - - - Technological Change: Choices and Consequences; Diffusion Processes
This paper has been announced in the following NEP Reports:
Please report citation or reference errors to , or , if you are the registered author of the cited work, log in to your RePEc Author Service profile, click on "citations" and make appropriate adjustments.:
- Henderson, Rebecca, 1995.
"Of life cycles real and imaginary: The unexpectedly long old age of optical lithography,"
Elsevier, vol. 24(4), pages 631-643, July.
- Henderson, Rebecca., 1994. "Of life cycles real and imaginary : the unexpectedly long old age of optical lithography," Working papers WP 3661-94., Massachusetts Institute of Technology (MIT), Sloan School of Management.
- David S. Evans & Andrei Hagiu & Richard Schmalensee, 2008.
"Invisible Engines: How Software Platforms Drive Innovation and Transform Industries,"
MIT Press Books,
The MIT Press,
edition 1, volume 1, number 0262550687, June.
- David S. Evans & Andrei Hagiu & Richard Schmalensee, 2006. "Invisible Engines: How Software Platforms Drive Innovation and Transform Industries," MIT Press Books, The MIT Press, edition 1, volume 1, number 0262050854, June.
- Dosi, Giovanni, 1993.
"Technological paradigms and technological trajectories : A suggested interpretation of the determinants and directions of technical change,"
Elsevier, vol. 22(2), pages 102-103, April.
- Dosi, Giovanni, 1982. "Technological paradigms and technological trajectories : A suggested interpretation of the determinants and directions of technical change," Research Policy, Elsevier, vol. 11(3), pages 147-162, June.
- Matthew T. Clements & Hiroshi Ohashi, 2005. "INDIRECT NETWORK EFFECTS AND THE PRODUCT CYCLE: VIDEO GAMES IN THE U.S., 1994-2002 -super-* ," Journal of Industrial Economics, Wiley Blackwell, vol. 53(4), pages 515-542, December.
- Klepper, Steven, 1997. "Industry Life Cycles," Industrial and Corporate Change, Oxford University Press, vol. 6(1), pages 145-81.
- Utterback, James M & Abernathy, William J, 1975. "A dynamic model of process and product innovation," Omega, Elsevier, vol. 3(6), pages 639-656, December.
- Bengt-ake Lundvall & Bjorn Johnson, 1994. "The Learning Economy," Industry & Innovation, Taylor and Francis Journals, vol. 1(2), pages 23-42.
For technical questions regarding this item, or to correct its authors, title, abstract, bibliographic or download information, contact: (Silvia Fernandes).
If references are entirely missing, you can add them using this form.