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Industry Evolution and Cross-Sectoral Skill Transfers: A Comparative Analysis of the Video Game Industry in Japan, the United States, and the United Kingdom

Author

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  • Hiro Izushi

    (Economics and Strategy Group, Aston Business School, Aston Triangle, Birmingham B4 7ET, England)

  • Yuko Aoyama

    (Graduate School of Geography, Clark University, 950 Main Street, Worcester, MA 01610-1477, USA)

Abstract

In this paper we explore the interrelationship between technological progress and the formation of industry-specific skills by analysing the evolution of the video-game industry in three countries: Japan, the United States, and the United Kingdom. We argue that the cross-sectoral transfer of skills occurs differently depending on national contexts, such as the social legitimacy and strength of preexisting industries, the socioeconomic status of entrepreneurs or pioneer firms in an emerging industry, and the sociocultural cohesiveness between the preexisting and emerging industries. Each country draws on a different set of creative resources, which results in a unique trajectory. Whereas Japan's video-game industry emerged out of corporate sponsorships in arcades, toys, and consumer electronics industries and drew skills from the comic book and animated-film sectors, the video-game industry in the United States evolved from arcades and personal computers. In the United Kingdom the video-game industry developed bottom-up, through a process of skills formation in the youth culture of ‘bedroom coders' that nurtured self-taught programmers in their teens throughout the country.

Suggested Citation

  • Hiro Izushi & Yuko Aoyama, 2006. "Industry Evolution and Cross-Sectoral Skill Transfers: A Comparative Analysis of the Video Game Industry in Japan, the United States, and the United Kingdom," Environment and Planning A, , vol. 38(10), pages 1843-1861, October.
  • Handle: RePEc:sae:envira:v:38:y:2006:i:10:p:1843-1861
    DOI: 10.1068/a37205
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    3. Alvarez León, Luis F. & Aoyama, Yuko, 2022. "Industry emergence and market capture: The rise of autonomous vehicles," Technological Forecasting and Social Change, Elsevier, vol. 180(C).
    4. Gintare Morkute, 2014. "Growing surrounded by decline: do the growing sectors benefit from sharing a labour pool with declining sectors," ERSA conference papers ersa14p1584, European Regional Science Association.
    5. Claudio Vitari & Aurelio Ravarini, 2009. "A Longitudinal Analysis of Trajectory Changes in the Software Industry: The Case of the Content Management Application Segment," Post-Print hal-00462408, HAL.
    6. Joost Rietveld & J. P. Eggers, 2018. "Demand Heterogeneity in Platform Markets: Implications for Complementors," Organization Science, INFORMS, vol. 29(2), pages 304-322, April.
    7. Eric Yanfei Zhao & P. Devereaux Jennings & Masakazu Ishihara & Michael Lounsbury, 2018. "Optimal Distinctiveness in the Console Video Game Industry: An Exemplar-Based Model of Proto-Category Evolution," Organization Science, INFORMS, vol. 29(4), pages 588-611, August.
    8. Czernek-Marszałek Katarzyna & Klimas Patrycja & Wójcik Dagmara, 2023. "Playing with social relationships. Their role among actors in the video game industry," International Journal of Contemporary Management, Sciendo, vol. 59(4), pages 34-57, December.
    9. Gintarė Morkutė & Sierdjan Koster & Jouke Van Dijk, 2017. "Employment growth and inter-industry job reallocation: spatial patterns and relatedness," Regional Studies, Taylor & Francis Journals, vol. 51(6), pages 958-971, June.
    10. Haefliger, Stefan & Jäger, Peter & von Krogh, Georg, 2010. "Under the radar: Industry entry by user entrepreneurs," Research Policy, Elsevier, vol. 39(9), pages 1198-1213, November.
    11. Su-Hyun Berg & Robert Hassink, 2013. "Creative industries from an evolutionary perspective: A critical literature review," Papers in Evolutionary Economic Geography (PEEG) 1306, Utrecht University, Department of Human Geography and Spatial Planning, Group Economic Geography, revised Apr 2013.

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