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The four faces of creative industries: visualising the game industry ecosystem in Helsinki and Tokyo

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  • Miikka J. Lehtonen
  • Antti Ainamo
  • J Harviainen

Abstract

Research on creative industries has been gaining momentum during the last few decades with contributions coming from diverse fields. This said, there is a paucity of studies to specify how and why companies in the game industry cluster. In this paper, we inquire into how individuals visualise perceptions of their game industry ecosystem in Helsinki, Finland, and Tokyo, Japan. Tokyo is one of the oldest game industry hotspots, whereas Helsinki has entered the picture only during the 21st century. Utilising drawings and their analysis and interpretation as our research method, in this paper we highlight the contested nature of ecosystems as arenas for collaboration and coopetition, shedding light on the diversity of ways individuals conceptualise an ecosystem. Our analysis yields four faces of ecosystems that help in understanding perceptions of clustering in the creative industries.

Suggested Citation

  • Miikka J. Lehtonen & Antti Ainamo & J Harviainen, 2020. "The four faces of creative industries: visualising the game industry ecosystem in Helsinki and Tokyo," Industry and Innovation, Taylor & Francis Journals, vol. 27(9), pages 1062-1087, October.
  • Handle: RePEc:taf:indinn:v:27:y:2020:i:9:p:1062-1087
    DOI: 10.1080/13662716.2019.1676704
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    Cited by:

    1. Hakan Ozalp, 2024. "Heterogeneous Development Paths to Growth and Innovation: The Evolution of the Video Game Industry across Four Hubs," WIPO Economic Research Working Papers 84, World Intellectual Property Organization - Economics and Statistics Division.
    2. Miikka J. Lehtonen & J. Tuomas Harviainen & Annakaisa Kultima, 2023. "How monetization mechanisms in mobile games influence consumers’ identity extensions," Service Business, Springer;Pan-Pacific Business Association, vol. 17(1), pages 113-136, March.
    3. Czernek-Marszałek Katarzyna & Klimas Patrycja & Wójcik Dagmara, 2024. "The dark side of social relationships – the context of the video game industry," International Journal of Management and Economics, Warsaw School of Economics, Collegium of World Economy, vol. 60(2), pages 89-107.
    4. Ya-Feng Zhang, 2022. "Cultural and Creative Industries and Copyright at the Regional Level: The Cases of Shenzhen and Hangzhou in China," Sustainability, MDPI, vol. 14(9), pages 1-17, April.

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