2018
DOI: 10.1093/jeg/lby040
|View full text |Cite
|
Sign up to set email alerts
|

The local, the global and the industry common: the case of the video game industry

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
1
1

Citation Types

0
15
0

Year Published

2019
2019
2024
2024

Publication Types

Select...
8
1

Relationship

0
9

Authors

Journals

citations
Cited by 33 publications
(15 citation statements)
references
References 49 publications
0
15
0
Order By: Relevance
“…Concerning the industrial context, the online games industry is a creative industry (Cao & Downing, ; Cheung & Fung, ; Chew, in press; Cohendet et al, ; Cohendet & Simon, ; Ernkvist & Ström, ; Gong & Hassink, ; Tsang & Tschang, ), and it is also an essential part of the new media sector (Dovey & Kennedy, ). Tschang (), for instance, manifests that online games are sophisticated products that combine programming technology with artistic content and interactive qualities, and Cohendet et al (), largely in consensus with this, argue that video game activities are those for which the coupling between the arts and science or technology is the strongest among all creative industries. While unique in many ways, the games industry shares similarities with other new media industries such as cartoon and broadcasting, in which the cultural influence, the reliance on information and communication technologies, and the strong economic contribution of such industries have drawn the attention of both scholars and politicians (we will elaborate such characteristics in the later part of the paper).…”
Section: Case Study and Research Methodsmentioning
confidence: 99%
See 1 more Smart Citation
“…Concerning the industrial context, the online games industry is a creative industry (Cao & Downing, ; Cheung & Fung, ; Chew, in press; Cohendet et al, ; Cohendet & Simon, ; Ernkvist & Ström, ; Gong & Hassink, ; Tsang & Tschang, ), and it is also an essential part of the new media sector (Dovey & Kennedy, ). Tschang (), for instance, manifests that online games are sophisticated products that combine programming technology with artistic content and interactive qualities, and Cohendet et al (), largely in consensus with this, argue that video game activities are those for which the coupling between the arts and science or technology is the strongest among all creative industries. While unique in many ways, the games industry shares similarities with other new media industries such as cartoon and broadcasting, in which the cultural influence, the reliance on information and communication technologies, and the strong economic contribution of such industries have drawn the attention of both scholars and politicians (we will elaborate such characteristics in the later part of the paper).…”
Section: Case Study and Research Methodsmentioning
confidence: 99%
“…It does so by zooming in on the interrelationships between institutions and the development of a local creative industry—the Shanghai online games industry. Online games industry can be seen as a typical case of the creative industries/the new media industries, as it shares some key features with other creative industries (Cohendet, Grandadam, Mehouachi, & Simon, ; Tschang, ). Such features might contribute to diverse causal mechanisms between industrial and institutional dynamics in a co‐evolutionary manner—that is, the dynamics of relevant populations (e.g., industries, institutions) at one scale influence and are influenced by the activities taken by populations at other levels (Gong & Hassink, in press).…”
Section: Introductionmentioning
confidence: 99%
“…According to Cohendet et al . (2018), the gaming industry is of strong coupling between the arts and technology. Hence, in relation to the study of the mobile game industry, two gaps mentioned above could be further extended.…”
Section: Studying the Mobile Gaming Industry From The Global Production Network Perspectivementioning
confidence: 99%
“…[8] On the other hand, the creative industries can be built by multinational companies at the local level. [9] The creative industry is also seen as a unique area of business that contributes to the sustainable growth of the country's economy. [10] The renewed growth of these sectors represents its enormous potential in the global environment.…”
Section: Introductionmentioning
confidence: 99%