Industry Evolution and Cross-Sectoral Skill Transfers: A Comparative Analysis of the Video Game Industry in Japan, the United States, and the United Kingdom
By Hiro Izushi, Yuko Aoyama. 2006
136 citations recorded by the source corpus.
Subfields: Management of Technology and Innovation, Sociology and Political Science, Urban Studies
View Paper: https://www.semanticscholar.org/paper/0d03ed4970da11bf8ca8199f5b071d885fe2a867
How researchers see this paper
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In Management of Technology and Innovation
- Joost Rietveld
- Jeroen de Jong
- E. Stam
- Stefan Haefliger
- Georgvon Krogh
- E. Malecki
- Andrew H. Van de Ven
- Ron A. Boschma
In Sociology and Political Science
- Jessica E. Tompkins
- Niki Fritz
- Joost Rietveld
- Teresa Lynch
- Jeroen de Jong
- E. Stam
- Peter M. Jäger
- Stefan Haefliger
In Urban Studies
Citations in the corpus
- Under the radar: Industry entry by user entrepreneurs (2010, background): “The animation industry is probably the closest link to the video game industry, in that both share substantial talents (Aoyama and Izushi, 2003; Izushi and Aoyama, 2006).”
- Creating and capturing value from freemium business models: A demand-side perspective (2018, background): “The computer game industry gained popularity in the early 1980s after the home video game console industry crashed and hobbyist game developers began creating games for computer platforms such as the Commodore 64 and the IBM PC (Izushi and Aoyama, 2006).”
- Sexy, Strong, and Secondary: A Content Analysis of Female Characters in Video Games across 31 Years (2016, background): “Video game technology in the United States emerged in the 1950s and 1960s in close connection to the burgeoning U.S. computer industry (Izushi & Aoyama, 2006).”
- Creative industries in the netherlands: structure, development, innovativeness and effects on urban growth (2008, background): “This characterization is based on observations in the Nether- lands, which may not apply to creative industries in other countries (see Izushi and Aoyama 2006; Lorenzen 2007).”