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Profiting from Digitally Distributed Cultural Products: The Case of Content Producers in the Video Games Industry

In: The Nature of the New Firm

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  • G. J. (Joost) Rietveld

Abstract

Globalization has created new ways of doing business, new institutions to oversee them, and has introduced a spectrum of new protagonists to the international arena. Scholars and practitioners have been challenged by the evolving environment to find new ways to interact and, in the process, many of the traditional boundaries that have existed within and between organizations and institutions have become increasingly blurred. This unique compendium sheds light on these and other topics on the question of change, both within and between organizations and institutions. The contributors have expertly combined the insights of some of the biggest names in the fields of economics, business and strategic management, both present and future – and in doing so offer scholars a tailor-made, up-to-date study on the topic of economic change.

Suggested Citation

  • G. J. (Joost) Rietveld, 2011. "Profiting from Digitally Distributed Cultural Products: The Case of Content Producers in the Video Games Industry," Chapters, in: Killian J. McCarthy & Maya Fiolet & Wilfred Dolfsma (ed.), The Nature of the New Firm, chapter 5, Edward Elgar Publishing.
  • Handle: RePEc:elg:eechap:14105_5
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    References listed on IDEAS

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    1. Joeri M. Mol & Nachoem M. Wijnberg & Charles Carroll, 2005. "Value Chain Envy: Explaining New Entry and Vertical Integration in Popular Music," Journal of Management Studies, Wiley Blackwell, vol. 42(2), pages 251-276, March.
    2. David J. TEECE, 2008. "Profiting from technological innovation: Implications for integration, collaboration, licensing and public policy," World Scientific Book Chapters, in: The Transfer And Licensing Of Know-How And Intellectual Property Understanding the Multinational Enterprise in the Modern World, chapter 5, pages 67-87, World Scientific Publishing Co. Pte. Ltd..
    3. Daniel Fleder & Kartik Hosanagar, 2009. "Blockbuster Culture's Next Rise or Fall: The Impact of Recommender Systems on Sales Diversity," Management Science, INFORMS, vol. 55(5), pages 697-712, May.
    4. Readman, Jeff & Grantham, Andrew, 2006. "Shopping for Buyers of Product Development Expertise:: How Video Games Developers Stay Ahead," European Management Journal, Elsevier, vol. 24(4), pages 256-269, August.
    5. Killian J. McCarthy & Maya Fiolet & Wilfred Dolfsma (ed.), 2011. "The Nature of the New Firm," Books, Edward Elgar Publishing, number 14105.
    6. 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.
    7. Jennifer Johns, 2006. "Video games production networks: value capture, power relations and embeddedness," Journal of Economic Geography, Oxford University Press, vol. 6(2), pages 151-180, April.
    8. Bernard Garrette & Pierre Dussauge & W. Mitchell, 2002. "Alliances With Competitors: How to Combine and Protect Key Resources?," Post-Print hal-00458761, HAL.
    9. Pisano, Gary, 2006. "Profiting from innovation and the intellectual property revolution," Research Policy, Elsevier, vol. 35(8), pages 1122-1130, October.
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    Cited by:

    1. Landoni, Paolo & Dell’era, Claudio & Frattini, Federico & Messeni Petruzzelli, Antonio & Verganti, Roberto & Manelli, Luca, 2020. "Business model innovation in cultural and creative industries: Insights from three leading mobile gaming firms," Technovation, Elsevier, vol. 92.

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