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

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Cited by:

  1. Goumagias, Nikolaos & Fernandes, Kiran Jude & Nucciarelli, Alberto & Li, Feng, 2022. "How to overcome path dependency through resource reconfiguration," Journal of Business Research, Elsevier, vol. 145(C), pages 78-91.
  2. 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).
  3. Patrick Cohendet & David Grandadam & Chahira Mehouachi & Laurent Simon, 2018. "The local, the global and the industry common: the case of the video game industry," Journal of Economic Geography, Oxford University Press, vol. 18(5), pages 1045-1068.
  4. Maruyama, Masayoshi & Flath, David & Minamikawa, Kazumitsu & Ohkita, Kenichi & Zennyo, Yusuke, 2015. "Platform selection by software developers: Theory and evidence," Journal of the Japanese and International Economies, Elsevier, vol. 38(C), pages 282-303.
  5. Herman Belgraver & Ernst Verwaal, 2018. "Organizational capital, production factor resources, and relative firm size in strategic equity alliances," Small Business Economics, Springer, vol. 50(4), pages 825-849, April.
  6. Franziska Handrich & Sven Heidenreich & Tobias Kraemer, 2022. "Innovate or game over? Examining effects of product innovativeness on video game success," Electronic Markets, Springer;IIM University of St. Gallen, vol. 32(2), pages 987-1002, June.
  7. Joe Nandhakumar & Nikiforos S. Panourgias & Harry Scarbrough, 2013. "From Knowing It to “Getting It”: Envisioning Practices in Computer Games Development," Information Systems Research, INFORMS, vol. 24(4), pages 933-955, December.
  8. 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.
  9. 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.
  10. Storz, Cornelia & Riboldazzi, Federico & John, Moritz, 2015. "Mobility and innovation: A cross-country comparison in the video games industry," Research Policy, Elsevier, vol. 44(1), pages 121-137.
  11. Wang, Yu-Yin & Wang, Yi-Shun & Lin, Tung-Ching, 2018. "Developing and validating a technology upgrade model," International Journal of Information Management, Elsevier, vol. 38(1), pages 7-26.
  12. Kazuhiro Asakawa & Kiyohiko Ito & Elizabeth Rose & D. Westney, 2013. "Internationalization in Japan’s service industries," Asia Pacific Journal of Management, Springer, vol. 30(4), pages 1155-1168, December.
  13. 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.
  14. Yijia Chen & Robert Hassink, 2019. "Multi-scalar knowledge bases for new regional industrial path development: Toward a typology," PEGIS geo-disc-2019_10, Institute for Economic Geography and GIScience, Department of Socioeconomics, Vienna University of Economics and Business.
  15. Stephanie Lu Wang & Qian Gu & Mary Ann Glinow & Paul Hirsch, 2020. "Cultural industries in international business research: Progress and prospect," Journal of International Business Studies, Palgrave Macmillan;Academy of International Business, vol. 51(4), pages 665-692, June.
  16. Ge, Chunmian & Huang, Ke-Wei & Kankanhalli, Atreyi, 2020. "Platform skills and the value of new hires in the software industry," Research Policy, Elsevier, vol. 49(1).
  17. Miikka J. Lehtonen & Ainomaija Haarla & Masaaki Kotabe, 0. "Beyond the inflection point: how and why individuals promote inventions in Japan," Asian Business & Management, Palgrave Macmillan, vol. 0, pages 1-25.
  18. 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.
  19. Björn Remneland Wikhamn & Alexander Styhre & Jan Ljungberg & Anna Maria Szczepanska, 2016. "Exploration Vs. Exploitation And How Video Game Developers Are Able To Combine The Two," International Journal of Innovation Management (ijim), World Scientific Publishing Co. Pte. Ltd., vol. 20(06), pages 1-20, August.
  20. Miikka J. Lehtonen & Ainomaija Haarla & Masaaki Kotabe, 2020. "Beyond the inflection point: how and why individuals promote inventions in Japan," Asian Business & Management, Palgrave Macmillan, vol. 19(5), pages 505-529, November.
  21. Storz, Cornelia, 2008. "Dynamics in innovation systems: Evidence from Japan's game software industry," Research Policy, Elsevier, vol. 37(9), pages 1480-1491, October.
  22. Sven Heidenreich & Franziska Handrich & Tobias Kraemer, 2023. "Flawless victory! Investigating search and experience qualities as antecedent predictors of video game success," Electronic Markets, Springer;IIM University of St. Gallen, vol. 33(1), pages 1-20, December.
  23. Chee Yew Wong & Ruihong Gao, 2008. "Creative Industry in UK, Japan and China: A supply chain management perspective," Discussion Papers 2008-01, Kobe University, Graduate School of Business Administration.
  24. Susan Standing & Craig Standing, 2019. "Innovating Authentically: Cultural Differentiation in the Animation Sector," Systemic Practice and Action Research, Springer, vol. 32(5), pages 557-571, October.
  25. Peeters, T.J.G., 2013. "External knowledge search and use in new product development," Other publications TiSEM 300ebb34-b090-4210-b95e-f, Tilburg University, School of Economics and Management.
  26. Sotaro Katsumata & Eiji Motohashi & Akihiro Nishimoto & Eiji Toyosawa, 2017. "The Contents-Based Website Classification for the Internet Advertising Planning: An Empirical Application of the Natural Language Analysis," The Review of Socionetwork Strategies, Springer, vol. 11(2), pages 129-142, December.
  27. Yuko Aoyama & Hiro Izushi, 2013. "Innovation, industry evolution and cross-sectoral skill transfer in the video game industry: a three-country study," Chapters, in: Frank Giarratani & Geoffrey J.D. Hewings & Philip McCann (ed.), Handbook of Industry Studies and Economic Geography, chapter 5, pages 152-170, Edward Elgar Publishing.
  28. Rodolphe Durand & Robert M. Grant & Tammy L. Madsen & Eric Yanfei Zhao & Greg Fisher & Michael Lounsbury & Danny Miller, 2017. "Optimal distinctiveness: Broadening the interface between institutional theory and strategic management," Strategic Management Journal, Wiley Blackwell, vol. 38(1), pages 93-113, January.
  29. Balazs Szatmari & Dirk Deichmann & Jan van den Ende & Brayden G. King, 2021. "Great Successes and Great Failures: The Impact of Project Leader Status on Project Performance and Performance Extremeness," Journal of Management Studies, Wiley Blackwell, vol. 58(5), pages 1267-1293, July.
  30. Dharmani, Pranav & Das, Satyasiba & Prashar, Sanjeev, 2021. "A bibliometric analysis of creative industries: Current trends and future directions," Journal of Business Research, Elsevier, vol. 135(C), pages 252-267.
  31. Patrik Ström & Evelina Wahlqvist, 2010. "Regional And Firm Competitiveness In The Service‐Based Economy: Combining Economic Geography And International Business Theory," Tijdschrift voor Economische en Sociale Geografie, Royal Dutch Geographical Society KNAG, vol. 101(3), pages 287-304, July.
  32. Chahira Mehouachi & Véronique Perret, 2013. "Governance work in inter-organizational networks: driving processes and structures," Post-Print halshs-00844182, HAL.
  33. Méndez Ortega, Carlos, 2017. "Location of the Software & Videogames Industry: an insight into the case of Barcelona using microgeographic data," Working Papers 2072/290759, Universitat Rovira i Virgili, Department of Economics.
  34. 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.
  35. Hanlian Lin & Suyu Huang & Jiawei Lu & Haibo Chen, 2022. "Research on the Power of Supply-Side Reform for the Sustainable Development of Cultural Industry in Jiangsu Province, China under the Background of Domestic Dual Circulation," Sustainability, MDPI, vol. 14(14), pages 1-16, July.
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