2002
DOI: 10.1109/17.985749
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Innovation and competition in standard-based industries: a historical analysis of the US home video game market

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Cited by 155 publications
(129 citation statements)
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References 27 publications
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“…Today software developers are writing applications for Linux and the PalmPC platform, and developers have shown renewed interest in the Apple Macintosh now that Apple has released a new range of computers that is proving popular with consumers. 2 Technological innovations in video games have introduced new platforms, new competitors, and new competitive moves (Gallagher & Park, 2002). Every new platform introduction potentially alters the established network of links between developers and console manufactures.…”
Section: Platform Age As a Driver Of Linkagementioning
confidence: 99%
See 1 more Smart Citation
“…Today software developers are writing applications for Linux and the PalmPC platform, and developers have shown renewed interest in the Apple Macintosh now that Apple has released a new range of computers that is proving popular with consumers. 2 Technological innovations in video games have introduced new platforms, new competitors, and new competitive moves (Gallagher & Park, 2002). Every new platform introduction potentially alters the established network of links between developers and console manufactures.…”
Section: Platform Age As a Driver Of Linkagementioning
confidence: 99%
“…Programmable home video game consoles (hardware) and games, or game titles (software), are complements, since one is of little value without the other (Brandenberger & Nalebuff, 1996). The dynamism of this setting comes from the frequency with which manufacturers launch new generations of consoles with enhanced capabilities (for instance, faster processors, better graphics, and more memory) that offer game developers additional capabilities to exploit (Gallagher & Park, 2002). Thus, this setting provides a rich context in which to examine questions of preferential linkage driving network evolution.…”
Section: Research Setting: the Programmable Video Game Networkmentioning
confidence: 99%
“…A study of the games industry in Ireland using face-to-face interviews found that, while Irish game companies have traditionally been strong technically, they tended to lack creative and business skills (Kerr 2002). As Gallagher and Park (2002) …”
Section: Heterogeneous and Embodied Knowledgementioning
confidence: 99%
“…Although the model has been applied to various cases [10][11][12][13][14], and the methodology has been used in various fields and context applications [12,[15][16][17][18][19][20][21][22][23][24], they have never been applied jointly in the automotive industry. By employing both the model and the methodology for this specific case, we contribute to the growing evidence that factors for technology dominance can be determined [6,[10][11][12][13][14]25,26], thereby contributing to the theory on standards battles. Finally, the practical contribution lies in reducing uncertainty for stakeholders involved in the process of choosing a technological alternative.…”
Section: Introductionmentioning
confidence: 99%