2018
DOI: 10.1080/04353684.2017.1423506
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Differentiation in digital creative industry cluster dynamics: the growth and decline of the Japanese video game software industry

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Cited by 17 publications
(13 citation statements)
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“…As a result of a study through the interviews and analysis of data, scholars emphasized the importance of "local commons"the local common infrastructure of innovation, which has a special composition in video gaming industry Cohendet et al (2018), for example, a pool of common resources (scientific knowledge, financial support and talents), middle ground (places, events, projects, spaces) and existence of at least one major firm. Ernkvist and Str€ om (2018) used the method of case study to research the Japanese video gaming cluster. They suggest that the technological and market conditions related to the Japanese cluster's ability to produce game as intellectual properties (IPs) have an important role.…”
Section: Global and Regional Approaches To The Video Gaming Industrymentioning
confidence: 99%
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“…As a result of a study through the interviews and analysis of data, scholars emphasized the importance of "local commons"the local common infrastructure of innovation, which has a special composition in video gaming industry Cohendet et al (2018), for example, a pool of common resources (scientific knowledge, financial support and talents), middle ground (places, events, projects, spaces) and existence of at least one major firm. Ernkvist and Str€ om (2018) used the method of case study to research the Japanese video gaming cluster. They suggest that the technological and market conditions related to the Japanese cluster's ability to produce game as intellectual properties (IPs) have an important role.…”
Section: Global and Regional Approaches To The Video Gaming Industrymentioning
confidence: 99%
“…(2018), for example, a pool of common resources (scientific knowledge, financial support and talents), middle ground (places, events, projects, spaces) and existence of at least one major firm. Ernkvist and Ström (2018) used the method of case study to research the Japanese video gaming cluster. They suggest that the technological and market conditions related to the Japanese cluster's ability to produce game as intellectual properties (IPs) have an important role.…”
Section: Global and Regional Approaches To The Video Gaming Industrymentioning
confidence: 99%
“…Figure 1 maps the geography of the knowledge network whilst Table 3 presents the number of network connections by continent and country. On a global scale, the video game industry has traditionally been located in Japan, the United States and, to some extent, the United Kingdom, which is reflected in the number of knowledge connections with these countries (for a study on the Japanese video game industry, see Ernkvist and Ström 2018). As of 2018, the biggest video game markets by revenue were China, the US, Japan, South Korea, Germany, the UK, France, Canada, and Spain (Newzoo 2018).…”
Section: Where and Why Do Firms Engage In Global Innovation Network?mentioning
confidence: 99%
“…If building a presence on major streaming websites seems like too much trouble, consider partnering with already-popular channel to run your content. Ernkvist and Ström (2018) assert that all businesses need a marketing strategy to reach new customers and advertise their products and services. The old method of print advertising and radio ads still work but they are becoming less effective as people look to online sources for their shopping.…”
Section: Introductionmentioning
confidence: 99%