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

被引:107
作者
Aoyama, Y
Izushi, H
机构
[1] Clark Univ, Grad Sch Geog, Worcester, MA 01610 USA
[2] Coventry Univ, Ctr Local Econ Dev, Coventry Business Sch, Coventry CV1 5FB, W Midlands, England
关键词
video game industry; creative resources; Japan;
D O I
10.1016/S0048-7333(02)00016-1
中图分类号
C93 [管理学];
学科分类号
12 ; 1201 ; 1202 ; 120202 ;
摘要
This paper examines the role of creative resources in the emergence of the Japanese video game industry. We argue that creative resources nurtured by popular cartoons and animation sector, combined with technological knowledge accumulated in the consumer electronics industry, facilitated the emergence of successful video game industry in Japan. First we trace the development of the industry from its origin to the rise of platform developers and software publishers. Then, knowledge and creative foundations that influenced the developmental trajectory of this industry are analyzed, with links to consumer electronics and in regards to cartoons and animation industry. (C) 2002 Elsevier Science B.V. All rights reserved.
引用
收藏
页码:423 / 444
页数:22
相关论文
共 69 条
[1]  
AIDA Y, 1997, SHIN DENSHI RIKKOKU
[2]   Japan's software industry: a failure of institutions? [J].
Anchordoguy, M .
RESEARCH POLICY, 2000, 29 (03) :391-408
[3]  
[Anonymous], VID GAM REP SUPPL VI
[4]  
[Anonymous], 1975, Markets and Hierarchies
[5]  
Bendazzi Giannalberto, 1994, CARTOONS 100 YEARS C
[6]  
Benjamin Walter., 1936, WORK ART AGE MECH RE
[8]  
*CESA, 2000, CESA GAM WHIT PAP
[9]  
Clifford L, 2001, FORTUNE, V144, P164
[10]   The Nature of the Firm [J].
Coase, R. H. .
ECONOMICA-NEW SERIES, 1937, 4 (16) :386-405