Innovate or game over? Examining effects of product innovativeness on video game success
Author
Abstract
Suggested Citation
DOI: 10.1007/s12525-022-00521-7
Download full text from publisher
As the access to this document is restricted, you may want to search for a different version of it.
References listed on IDEAS
- Malerba, Franco, 2007. "Innovation and the dynamics and evolution of industries: Progress and challenges," International Journal of Industrial Organization, Elsevier, vol. 25(4), pages 675-699, August.
- J. Tuomas Harviainen & Jukka Ojasalo & Somasundaram Nanda Kumar, 2018. "Customer preferences in mobile game pricing: a service design based case study," Electronic Markets, Springer;IIM University of St. Gallen, vol. 28(2), pages 191-203, May.
- Cadin, Loïc & Guérin, Francis & DeFillippi, Robert, 2006. "HRM Practices in the Video Game Industry:: Industry or Country Contingent?," European Management Journal, Elsevier, vol. 24(4), pages 288-298, August.
- Joaquín García-Cruz & Juan C. Real & José L. Roldán, 2018. "Managerial perceptions of employees’ affective commitment and product innovation," Economics of Innovation and New Technology, Taylor & Francis Journals, vol. 27(3), pages 290-305, April.
- Marchand, André, 2016. "The power of an installed base to combat lifecycle decline: The case of video games," International Journal of Research in Marketing, Elsevier, vol. 33(1), pages 140-154.
- F. Ted Tschang, 2007. "Balancing the Tensions Between Rationalization and Creativity in the Video Games Industry," Organization Science, INFORMS, vol. 18(6), pages 989-1005, December.
- Situmeang, Frederik B.I. & Gemser, Gerda & Wijnberg, Nachoem M. & Leenders, Mark A.A.M, 2016. "Risk-taking behavior of technology firms: The role of performance feedback in the video game industry," Technovation, Elsevier, vol. 54(C), pages 22-34.
- Koellinger, Ph.D., 2008. "The Relationship between Technology, Innovation, and Firm Performance: Empirical Evidence on E-Business in Europe," ERIM Report Series Research in Management ERS-2008-031-ORG, Erasmus Research Institute of Management (ERIM), ERIM is the joint research institute of the Rotterdam School of Management, Erasmus University and the Erasmus School of Economics (ESE) at Erasmus University Rotterdam.
- Hagedoorn, John & Cloodt, Myriam, 2003. "Measuring innovative performance: is there an advantage in using multiple indicators?," Research Policy, Elsevier, vol. 32(8), pages 1365-1379, September.
- Joe Cox, 2014. "What Makes a Blockbuster Video Game? An Empirical Analysis of US Sales Data," Managerial and Decision Economics, John Wiley & Sons, Ltd., vol. 35(3), pages 189-198, April.
- F. Ted Tschang, 2005. "Videogames As Interactive Experiential Products And Their Manner Of Development," International Journal of Innovation Management (ijim), World Scientific Publishing Co. Pte. Ltd., vol. 9(01), pages 103-131.
- Jenny Gibb & Jarrod M. Haar, 2010. "Risk Taking, Innovativeness And Competitive Rivalry: A Three-Way Interaction Towards Firm Performance," International Journal of Innovation Management (ijim), World Scientific Publishing Co. Pte. Ltd., vol. 14(05), pages 871-891.
- Brian Cozzarin, 2004. "Innovation quality and manufacturing firms' performance in Canada," Economics of Innovation and New Technology, Taylor & Francis Journals, vol. 13(3), pages 199-216.
- Brian Paul Cozzarin, 2017. "Impact of organizational innovation on product and process innovation," Economics of Innovation and New Technology, Taylor & Francis Journals, vol. 26(5), pages 405-417, July.
- Eric Hansen, 2014. "Innovativeness In The Face Of Decline: Performance Implications," International Journal of Innovation Management (ijim), World Scientific Publishing Co. Pte. Ltd., vol. 18(05), pages 1-20.
- Susanne Hügel & Markus Kreutzer & Nico B. Rottke, 2019. "Firm Innovativeness In Service Industries: A Construct Validation In The External Environment And Industry Structure Contexts," International Journal of Innovation Management (ijim), World Scientific Publishing Co. Pte. Ltd., vol. 23(06), pages 1-57, August.
- Stefan Koch & Michael Bierbamer, 2016. "Opening your product: impact of user innovations and their distribution platform on video game success," Electronic Markets, Springer;IIM University of St. Gallen, vol. 26(4), pages 357-368, November.
- Eva Deuchert & Kossi Adjamah & Florian Pauly, 2005. "For Oscar Glory Or Oscar Money?," Journal of Cultural Economics, Springer;The Association for Cultural Economics International, vol. 29(3), pages 159-176, August.
- Stock, Ruth & Zacharias, Nicolas, 2011. "How Does Product Program Innovativeness Affect Customer Satisfaction? A Comparison of Goods and Services," Publications of Darmstadt Technical University, Institute for Business Studies (BWL) 57123, Darmstadt Technical University, Department of Business Administration, Economics and Law, Institute for Business Studies (BWL).
- Matthias Handrich & Franziska Handrich & Sven Heidenreich, 2015. "Firm Innovativeness — The Sufficient Condition For Business Success? Examining Antecedents Of Firm Innovativeness And How It Affects Business Success," International Journal of Innovation Management (ijim), World Scientific Publishing Co. Pte. Ltd., vol. 19(05), pages 1-26.
- Talaei-Khoei, Amir & Daniel, Jay, 2018. "How younger elderly realize usefulness of cognitive training video games to maintain their independent living," International Journal of Information Management, Elsevier, vol. 42(C), pages 1-12.
- Storz, Cornelia, 2008. "Dynamics in innovation systems: Evidence from Japan's game software industry," Research Policy, Elsevier, vol. 37(9), pages 1480-1491, October.
- Ngo, Liem Viet & O'Cass, Aron, 2013. "Innovation and business success: The mediating role of customer participation," Journal of Business Research, Elsevier, vol. 66(8), pages 1134-1142.
- Koellinger, Philipp, 2008. "The relationship between technology, innovation, and firm performance--Empirical evidence from e-business in Europe," Research Policy, Elsevier, vol. 37(8), pages 1317-1328, September.
- Huang, Chia-Hui & Hou, Tony Chieh-Tse, 2019. "Innovation, research and development, and firm profitability in Taiwan: Causality and determinants," International Review of Economics & Finance, Elsevier, vol. 59(C), pages 385-394.
- Zaichkowsky, Judith Lynne, 1985. "Measuring the Involvement Construct," Journal of Consumer Research, Journal of Consumer Research Inc., vol. 12(3), pages 341-352, December.
- Francis Guérin & Loïc Cadin & Robert Defillippi, 2006. "HRM Practices in the Video Game Industry:," Post-Print hal-01915523, HAL.
- Mehmet Ugur & Sefa Awaworyi Churchill & Edna Solomon, 2018. "Technological Innovation And Employment In Derived Labour Demand Models: A Hierarchical Meta†Regression Analysis," Journal of Economic Surveys, Wiley Blackwell, vol. 32(1), pages 50-82, February.
- Benjamin Engelstätter & Michael R. Ward, 2018.
"Strategic timing of entry: evidence from video games,"
Journal of Cultural Economics, Springer;The Association for Cultural Economics International, vol. 42(1), pages 1-22, February.
- Engelstätter, Benjamin & Ward, Michael R., 2013. "Strategic timing of entry: Evidence from video games," ZEW Discussion Papers 13-117, ZEW - Leibniz Centre for European Economic Research.
- Mita Bhattacharya & Harry Bloch, 2004. "Determinants of Innovation," Small Business Economics, Springer, vol. 22(2), pages 155-162, March.
- Nam, Kyungjin & Kim, Hye-jin, 2020. "The determinants of mobile game success in South Korea," Telecommunications Policy, Elsevier, vol. 44(2).
- Gunday, Gurhan & Ulusoy, Gunduz & Kilic, Kemal & Alpkan, Lutfihak, 2011. "Effects of innovation types on firm performance," International Journal of Production Economics, Elsevier, vol. 133(2), pages 662-676, October.
- Marchand, André & Hennig-Thurau, Thorsten, 2013. "Value Creation in the Video Game Industry: Industry Economics, Consumer Benefits, and Research Opportunities," Journal of Interactive Marketing, Elsevier, vol. 27(3), pages 141-157.
- Aoyama, Yuko & Izushi, Hiro, 2003. "Hardware gimmick or cultural innovation? Technological, cultural, and social foundations of the Japanese video game industry," Research Policy, Elsevier, vol. 32(3), pages 423-444, March.
- Hofacker, Charles F. & de Ruyter, Ko & Lurie, Nicholas H. & Manchanda, Puneet & Donaldson, Jeff, 2016. "Gamification and Mobile Marketing Effectiveness," Journal of Interactive Marketing, Elsevier, vol. 34(C), pages 25-36.
Citations
Citations are extracted by the CitEc Project, subscribe to its RSS feed for this item.
Cited by:
- Rainer Alt, 2022. "Electronic Markets on platform transformation," Electronic Markets, Springer;IIM University of St. Gallen, vol. 32(2), pages 401-409, June.
- 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.
Most related items
These are the items that most often cite the same works as this one and are cited by the same works as this one.- 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.
- 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.
- Latan, Hengky & Chiappetta Jabbour, Charbel Jose & Lopes de Sousa Jabbour, Ana Beatriz & de Camargo Fiorini, Paula & Foropon, Cyril, 2020. "Innovative efforts of ISO 9001-certified manufacturing firms: Evidence of links between determinants of innovation, continuous innovation and firm performance," International Journal of Production Economics, Elsevier, vol. 223(C).
- Patrycja Klimas & Wojciech Czakon, 2022. "Gaming innovation ecosystem: actors, roles and co-innovation processes," Review of Managerial Science, Springer, vol. 16(7), pages 2213-2259, October.
- 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.
- 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.
- Stefan Koch & Michael Bierbamer, 2016. "Opening your product: impact of user innovations and their distribution platform on video game success," Electronic Markets, Springer;IIM University of St. Gallen, vol. 26(4), pages 357-368, November.
- Shuman Zhang & Changhong Yuan & Chen Han, 2020. "Industry–university–research alliance portfolio size and firm performance: the contingent role of political connections," The Journal of Technology Transfer, Springer, vol. 45(5), pages 1505-1534, October.
- Seenaiah Kale & Badri Narayan Rath, 2018. "Does Innovation Enhance Productivity In Case Of Selected Indian Manufacturing Firms?," The Singapore Economic Review (SER), World Scientific Publishing Co. Pte. Ltd., vol. 64(05), pages 1225-1250, November.
- Ozer, Muammer, 2009. "The roles of product lead-users and product experts in new product evaluation," Research Policy, Elsevier, vol. 38(8), pages 1340-1349, October.
- Adel Ben Khalifa, 2019. "Direct and Complementary Effects of Investment in Knowledge-Based Economy on Innovation Performance in Tunisian Firms," Journal of the Knowledge Economy, Springer;Portland International Center for Management of Engineering and Technology (PICMET), vol. 10(2), pages 561-589, June.
- M. D. Rozaida* & Mahanum Daim, 2018. "The Role of Process Innovation between Organizational Capability and Software Project Success in Malaysian Public Sector," The Journal of Social Sciences Research, Academic Research Publishing Group, pages 112-124:4.
- Tedjo Soelaksono & Achmad Sudiro & Mintarti Rahayu & Sudjatno Sudjatno, 2018. "The Influence of Capability Managerial on Competitiveness of the Company through the Planning Strategy, Investment, Innovation and Performance of the Company (a Study on Corporate Manufacturing Indust," International Review of Management and Marketing, Econjournals, vol. 8(2), pages 22-32.
- 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.
- Kurtmollaiev, Seidali & Lervik-Olsen, Line & Andreassen, Tor W., 2022. "Competing through innovation: Let the customer judge!," Journal of Business Research, Elsevier, vol. 153(C), pages 87-101.
- Eisingerich, Andreas B. & Marchand, André & Fritze, Martin P. & Dong, Lin, 2019. "Hook vs. hope: How to enhance customer engagement through gamification," International Journal of Research in Marketing, Elsevier, vol. 36(2), pages 200-215.
- Wang, Eric C., 2010. "Determinants of R&D investment: The Extreme-Bounds-Analysis approach applied to 26 OECD countries," Research Policy, Elsevier, vol. 39(1), pages 103-116, February.
- 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.
- Hakyeon Lee & Pilsung Kang, 2018. "Identifying core topics in technology and innovation management studies: a topic model approach," The Journal of Technology Transfer, Springer, vol. 43(5), pages 1291-1317, October.
- Naveed Mushtaq & Wong Wai Peng, 2020. "Can TQM Act as Stimulus to Elevate Firms’ Innovation Performance?: An Empirical Evidence From the Manufacturing Sector of Pakistan," SAGE Open, , vol. 10(4), pages 21582440209, November.
More about this item
Keywords
video games; product innovativeness; game innovativeness; innovation success; degree of newness;All these keywords.
JEL classification:
- L86 - Industrial Organization - - Industry Studies: Services - - - Information and Internet Services; Computer Software
- O30 - Economic Development, Innovation, Technological Change, and Growth - - Innovation; Research and Development; Technological Change; Intellectual Property Rights - - - General
Statistics
Access and download statisticsCorrections
All material on this site has been provided by the respective publishers and authors. You can help correct errors and omissions. When requesting a correction, please mention this item's handle: RePEc:spr:elmark:v:32:y:2022:i:2:d:10.1007_s12525-022-00521-7. See general information about how to correct material in RePEc.
If you have authored this item and are not yet registered with RePEc, we encourage you to do it here. This allows to link your profile to this item. It also allows you to accept potential citations to this item that we are uncertain about.
If CitEc recognized a bibliographic reference but did not link an item in RePEc to it, you can help with this form .
If you know of missing items citing this one, you can help us creating those links by adding the relevant references in the same way as above, for each refering item. If you are a registered author of this item, you may also want to check the "citations" tab in your RePEc Author Service profile, as there may be some citations waiting for confirmation.
For technical questions regarding this item, or to correct its authors, title, abstract, bibliographic or download information, contact: Sonal Shukla or Springer Nature Abstracting and Indexing (email available below). General contact details of provider: http://www.springer.com .
Please note that corrections may take a couple of weeks to filter through the various RePEc services.