Technological Leapfrogging: Lessons from the U.S. Video Game Console Industry
By Melissa A. Schilling. 2003
256 citations recorded by the source corpus.
Subfields: Marketing, Strategy and Management
View Paper: https://www.semanticscholar.org/paper/ce0c5d076120a2c60b49be9784d68de3b9b37f8a
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Marketing
- F. Tschang
- Frank T. Rothaermel
- Henk W. Volberda
- Keith D. Brouthers
- Mohan Subramaniam
- David P. McIntyre
- A. Cozzolino
In Strategy and Management
- Henk W. Volberda
- Mohan Subramaniam
- A. Cozzolino
- Jatinder S. Sidhu
- Harry R. Commandeur
- Kim Dung Geisser
- F. Tschang
- Frank T. Rothaermel
Citations in the corpus
- Cultural Industries: Product–Market Characteristics, Management Challenges and Industry Dynamics (2015, unknown): “…in communities focus on the actions and outcomes of complementors and competitors in industry creation (Mezias and Kuperman 2001), and the dependence of producers on distributors (Cattani et al. 2008) and platform providers (Gallagher and Park 2002; Schilling 2003; Shankar and Bayus 2003).”
- Explaining the internationalization of ibusiness firms (2015, background): “This means that potential users in the foreign market might perceive uncertainty in adopting the fi rm ’ s platform because they lack information to be able to predict the future size of the network (Schilling, 2003).”
- Discontinuities, competition, and cooperation: Coopetitive dynamics between incumbents and entrants (2018, background): “First, low-status incumbents may use a partnership with a leading new entrant to technologically leapfrog high-status incumbents in the post-discontinuity time period (Schilling, 2003).”
- The Multifaceted Nature of Exploration and Exploitation: Value of Supply, Demand, and Spatial Search for Innovation (2007, background): “…telephony, and video games, which are characterized by significant technological ferment, a relatively greater emphasis on supply-side rather than market or spatial search is possible as companies try to technologically leapfrog one another to establish dominance (Schilling 2003, Ratliff 2002).”
- Strategy in Network Industries: A Review and Research Agenda (2009, background): “For example, video game consoles have little value without corresponding software titles, and the value of a console increases with the number and variety of complementary titles (Schilling, 2003; Venkatraman & Lee, 2004).”
- Balancing the Tensions Between Rationalization and Creativity in the Video Games Industry (2007, background): “The latter is largely driven by the availability of ever more powerful computing and game console platforms (Gallagher and Park 2002, Schilling 2003).”
- Platform Competition: A Systematic and Interdisciplinary Review of the Literature (2020, unknown): “…into production of complements in order to ensure their availability in the early stages of the platform’s evolution (e.g., Adner & Kapoor, 2010; Schilling, 2003), and in other instances, a hub firm must be careful that integration into complements does not inhibit the participation of…”