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Hardware gimmick or cultural innovation? Technological, cultural, and social foundations of the Japanese video game industry

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  • Aoyama, Yuko
  • Izushi, Hiro

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  • Aoyama, Yuko & Izushi, Hiro, 2003. "Hardware gimmick or cultural innovation? Technological, cultural, and social foundations of the Japanese video game industry," Research Policy, Elsevier, vol. 32(3), pages 423-444, March.
  • Handle: RePEc:eee:respol:v:32:y:2003:i:3:p:423-444
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    References listed on IDEAS

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    1. Cottrell, Tom, 1994. "Fragmented standards and the development of Japan's microcomputer software industry," Research Policy, Elsevier, vol. 23(2), pages 143-174, March.
    2. Alan Bryman, 1997. "Animating the Pioneer versus Late Entrant Debate: An Historic Case Study," Journal of Management Studies, Wiley Blackwell, vol. 34(3), pages 415-438, May.
    3. Allen J. Scott, 1997. "The Cultural Economy of Cities," International Journal of Urban and Regional Research, Wiley Blackwell, vol. 21(2), pages 323-339, June.
    4. M S Gertler & S DiGiovanna, 1997. "In Search of the New Social Economy: Collaborative Relations between Users and Producers of Advanced Manufacturing Technologies," Environment and Planning A, , vol. 29(9), pages 1585-1602, September.
    5. Throsby, David, 1994. "The Production and Consumption of the Arts: A View of Cultural Economics," Journal of Economic Literature, American Economic Association, vol. 32(1), pages 1-29, March.
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