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Video games production networks: value capture, power relations and embeddedness
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- Yuki Inoue, 2019. "Winner-Takes-All or Co-Evolution among Platform Ecosystems: A Look at the Competitive and Symbiotic Actions of Complementors," Sustainability, MDPI, vol. 11(3), pages 1-25, January.
- Cenamor, Javier & Frishammar, Johan, 2021. "Openness in platform ecosystems: Innovation strategies for complementary products," Research Policy, Elsevier, vol. 50(1).
- Ronald V. Kalafsky, 2016. "Examining the Global Machine Tool Industry: Transitions or Continuity?," Growth and Change, Wiley Blackwell, vol. 47(2), pages 138-156, June.
- Luiz Felipe Hupsel Vaz & Antonio Roberto Ramos Nogueira & Marco Aurélio de Souza Rodrigues & Paula Castro Pires de Souza Chimenti, 2013. "A new conceptual model for business ecosystem visualization and analysis," RAC - Revista de Administração Contemporânea (Journal of Contemporary Administration), ANPAD - Associação Nacional de Pós-Graduação e Pesquisa em Administração, vol. 17(1), pages 1-17.
- 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.
- Martin Dodge & Rob Kitchin & Matthew Zook, 2009. "How Does Software Make Space? Exploring Some Geographical Dimensions of Pervasive Computing and Software Studies," Environment and Planning A, , vol. 41(6), pages 1283-1293, June.
- Lisa Dorigatti & Wike M Been & Luigi Burroni & Maarten Keune & Trine P Larsen & Mikkel Mailand, 2023. "Playing alone? Interest representation in the videogame industry in Denmark, Italy and the Netherlands," Economic and Industrial Democracy, Department of Economic History, Uppsala University, Sweden, vol. 44(4), pages 1266-1288, November.
- Jennifer Johns, 2010. "Manchester’s Film and Television Industry: Project Ecologies and Network Hierarchies," Urban Studies, Urban Studies Journal Limited, vol. 47(5), pages 1059-1077, May.
- Romain Gandia & Elodie Gardet, 2019. "Sources of Dependence and Strategies to Innovate: Evidence from Video Game SMEs," Post-Print hal-01696250, HAL.
- James E. Prieger & Wei‐Min Hu, 2012.
"Applications Barrier To Entry And Exclusive Vertical Contracts In Platform Markets,"
Economic Inquiry, Western Economic Association International, vol. 50(2), pages 435-452, April.
- James E. Prieger & Wei-Min Hu, 2007. "Applications Barriers to Entry and Exclusive Vertical Contracts in Platform Markets," Working Papers 07-46, NET Institute, revised Nov 2007.
- Rachel Parker & Stephen Cox & Paul Thompson, 2014. "How Technological Change Affects Power Relations in Global Markets: Remote Developers in the Console and Mobile Games Industry," Environment and Planning A, , vol. 46(1), pages 168-185, January.
- Cheng‐Yi Lin, 2021. "State Strategy in the Trans‐Local Branding of a Creative Industry Cluster: A Case Study of the Product Design Industry in Taipei," Tijdschrift voor Economische en Sociale Geografie, Royal Dutch Geographical Society KNAG, vol. 112(3), pages 274-287, July.
- Christina Teipen, 2016. "The Implications of the Value Chain and Financial Institutions for Work and Employment: Insights from the Video Game Industry in Poland, Sweden and Germany," British Journal of Industrial Relations, London School of Economics, vol. 54(2), pages 311-333, June.
- Andy C. Pratt, 2013. "Space and place," Chapters, in: Ruth Towse & Christian Handke (ed.), Handbook on the Digital Creative Economy, chapter 4, pages 37-44, Edward Elgar Publishing.
- Joost Rietveld & J. P. Eggers, 2018. "Demand Heterogeneity in Platform Markets: Implications for Complementors," Organization Science, INFORMS, vol. 29(2), pages 304-322, April.
- Roberta Comunian, 2011. "Networks of knowledge and support. Mapping relations between public, private and not for profit sector in the creative economy," ERSA conference papers ersa10p275, European Regional Science Association.
- Rietveld, G.J. & Eggers, J.P., 2016. "Demand Heterogeneity and the Adoption of Platform Complements," ERIM Report Series Research in Management ERS-2016-003-STR, 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.
- Kazuhiro Asakawa & Kiyohiko Ito & Elizabeth Rose & D. Westney, 2013. "Internationalization in Japan’s service industries," Asia Pacific Journal of Management, Springer, vol. 30(4), pages 1155-1168, December.
- Joost Rietveld & Melissa A. Schilling & Cristiano Bellavitis, 2019. "Platform Strategy: Managing Ecosystem Value Through Selective Promotion of Complements," Organization Science, INFORMS, vol. 30(6), pages 1232-1251, November.
- Broekhuizen, Thijs L.J. & Lampel, Joseph & Rietveld, Joost, 2013. "New horizons or a strategic mirage? Artist-led-distribution versus alliance strategy in the video game industry," Research Policy, Elsevier, vol. 42(4), pages 954-964.
- Stephanie Lu Wang & Qian Gu & Mary Ann Glinow & Paul Hirsch, 2020. "Cultural industries in international business research: Progress and prospect," Journal of International Business Studies, Palgrave Macmillan;Academy of International Business, vol. 51(4), pages 665-692, June.
- Xing Wan & Javier Cenamor & Geoffrey Parker & Marshall Van Alstyne, 2017. "Unraveling Platform Strategies: A Review from an Organizational Ambidexterity Perspective," Sustainability, MDPI, vol. 9(5), pages 1-18, May.
- Jon Swords & Felicity Wray, 2010. "The Connectivity of the Creative Industries in North East England — The Problems of Physical and Relational Distance," Local Economy, London South Bank University, vol. 25(4), pages 305-318, June.
- 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.
- Martin Hess & Henry Wai-Chung Yeung, 2006. "Whither Global Production Networks in Economic Geography? Past, Present, and Future," Environment and Planning A, , vol. 38(7), pages 1193-1204, July.
- Marie CARPENTER & Nabyla DAIDJ & Christina MORENO, 2014. "Game Console Manufacturers: the End of Sustainable Competitive Advantage?," Communications & Strategies, IDATE, Com&Strat dept., vol. 1(94), pages 39-60, 2nd quart.
- Inoue, Yuki, 2021. "Indirect innovation management by platform ecosystem governance and positioning: Toward collective ambidexterity in the ecosystems," Technological Forecasting and Social Change, Elsevier, vol. 166(C).
- Romain Gandia & Guy Parmentier, 2017. "Optimizing value creation and value capture with a digital multi-sided business model," Post-Print hal-01592885, HAL.
- Ian Graham Ronald Shaw & Barney Warf, 2009. "Worlds of Affect: Virtual Geographies of Video Games," Environment and Planning A, , vol. 41(6), pages 1332-1343, June.
- 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.
- Daniel You‐Ren Yang & Neil M. Coe, 2009. "The Governance of Global Production Networks and Regional Development: A Case Study of Taiwanese PC Production Networks," Growth and Change, Wiley Blackwell, vol. 40(1), pages 30-53, March.
- 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.
- Patrik Ström & Evelina Wahlqvist, 2010. "Regional And Firm Competitiveness In The Service‐Based Economy: Combining Economic Geography And International Business Theory," Tijdschrift voor Economische en Sociale Geografie, Royal Dutch Geographical Society KNAG, vol. 101(3), pages 287-304, July.
- Romain Gandia & Elodie Gardet & Gabriel Guallino, 2016. "Quelles stratégies pour gérer les asymétries d'interdépendance ? Une application aux studios de jeu vidéo français," Post-Print hal-01592912, HAL.
- Marc Bogdanowicz & Giuditta de Prato & Daniel Nepelski & Jean-Paul Simon & Wainer Lusoli, 2010. "Born Digital / Grown Digital: Assessing the Future Competitiveness of the EU Video Games Software Industry," JRC Research Reports JRC60711, Joint Research Centre.
- Oliveira, Luis & Fleury, Afonso & Fleury, Maria Tereza, 2021. "Digital power: Value chain upgrading in an age of digitization," International Business Review, Elsevier, vol. 30(6).