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Choix stratégique dans l’industrie des platesformes de loisirs électroniques : une application des modèles ‘History-friendly’

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  • Thierry Burger-Helmchen

Abstract

Ce travail présente l’histoire de l’industrie des plates-formes électroniques de loisirs et les choix stratégiques des principaux fabricants de plates-formes, plus communément appelées consoles de jeux vidéo. Cette industrie que l’on qualifie de récente (mais qui a déjà plus d’un quart de siècle) a connu des modifications profondes dans sa structure concurrentielle. Pour analyser cette évolution et l’importance des choix stratégiques de certaines firmes sur la structure globale de l’industrie, nous proposons une application basée sur un modèle de simulation ‘History-friendly’. Dans ce travail nous présentons les principales équations du modèle de simulation, l’apport de ce type de modélisation, son application à l’industrie des consoles de jeux vidéo, les résultats et les enseignements que l’on peut en tirer en management stratégique.

Suggested Citation

  • Thierry Burger-Helmchen, 2013. "Choix stratégique dans l’industrie des platesformes de loisirs électroniques : une application des modèles ‘History-friendly’," Working Papers of BETA 2013-02, Bureau d'Economie Théorique et Appliquée, UDS, Strasbourg.
  • Handle: RePEc:ulp:sbbeta:2013-02
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    File URL: http://www.beta-umr7522.fr/productions/publications/2013/2013-02.pdf
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    References listed on IDEAS

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    1. Bresnahan, Timothy F & Greenstein, Shane, 1999. "Technological Competition and the Structure of the Computer Industry," Journal of Industrial Economics, Wiley Blackwell, vol. 47(1), pages 1-40, March.
    2. Steven Klepper & Kenneth L. Simons, 2000. "The Making of an Oligopoly: Firm Survival and Technological Change in the Evolution of the U.S. Tire Industry," Journal of Political Economy, University of Chicago Press, vol. 108(4), pages 728-760, August.
    3. Garavaglia, C., 2004. "History friendly simulations for modelling industrial dynamics," Working Papers 04.19, Eindhoven Center for Innovation Studies.
    4. Franco Malerba & Luigi Orsenigo, 2002. "Innovation and market structure in the dynamics of the pharmaceutical industry and biotechnology: towards a history-friendly model," Industrial and Corporate Change, Oxford University Press, vol. 11(4), pages 667-703, August.
    5. Malerba, Franco & Nelson, Richard & Orsenigo, Luigi & Winter, Sidney, 2001. "Competition and industrial policies in a 'history friendly' model of the evolution of the computer industry," International Journal of Industrial Organization, Elsevier, vol. 19(5), pages 635-664, April.
    6. Malerba, Franco, et al, 1999. "'History-Friendly' Models of Industry Evolution: The Computer Industry," Industrial and Corporate Change, Oxford University Press, vol. 8(1), pages 3-40, March.
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    More about this item

    Keywords

    Création d’options stratégiques; Industrie du jeu-vidéo; modèle de simulation History-Friendly.;

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