The DOI matches its Crossref record; 3 of the 3 references it cites were found in a registry or an index.
Innovation and competition in standard-based industries: a historical analysis of the US home video game market
Abstract
This paper examines the competitive dynamics in a standard-based industry through a historical observation of the US home video game industry. The paper focuses on the theoretical issues of switching costs, installed base and complementary goods as critical factors of dominant designs and firm success in a network-based industry. The authors' analysis reveals multiple stages of technological innovations and changes of market leadership and industry standards during a relatively short history of the industry. The industry exhibits six generations of technological changes in video game consoles and complementary products, with each generation represented by a new set of competitors, dominant designs, and market leaders out-competing the leaders of the prior generation. Their analysis confirms the efficacy of traditional tenets of successful strategic management in a network-based industry, such as the importance of technological innovation, building entry barriers, protecting firm-specific assets, competitive pricing, brand recognition and effective channel management. These traditional strategies, however, should be geared to achieve new strategic goals, such as building installed base and a network of complementary products, that are critical success factors in competing in a network-based industry.
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Cites
Building Theories from Case Study Research
Eisenhardt, K. M. (1989) · The Academy of Management Review · doi:10.2307/258557 · Cited by 17,455
Interorganizational Collaboration and the Locus of Innovation: Networks of Learning in Biotechnology
Powell, W. W., Koput, K. W., & Smith-Doerr, L. (1996) · Administrative Science Quarterly · doi:10.2307/2393988 · Cited by 8,499
Schilling, M. A. (2002) · Academy of Management Journal · doi:10.2307/3069353 · Cited by 663
Cited by
Challenges of open innovation: the paradox of firm investment in open-source software
West, J., & Gallagher, S. (2006) · R and D Management · doi:10.1111/j.1467-9310.2006.00436.x · Cited by 1,136
Self-citationNetworks, platforms, and strategy: Emerging views and next steps
McIntyre, D. P., & Srinivasan, A. (2017) · Strategic Management Journal · doi:10.1002/smj.2596 · Cited by 1,109
West, J. (2003) · Research Policy · doi:10.1016/s0048-7333(03)00052-0 · Cited by 854
Battles for technological dominance: an integrative framework
Suarez, F. F. (2004) · Research Policy · doi:10.1016/j.respol.2003.07.001 · Cited by 502
Balancing the Tensions Between Rationalization and Creativity in the Video Games Industry
Tschang, F. T. (2007) · Organization Science · doi:10.1287/orsc.1070.0299 · Cited by 339
Metadata
- Authors
- Gallagher, S., & Park, S. H.
- Venue
- IEEE Transactions on Engineering Management
- Published
- 2002
- Volume
- 49
- Issue
- 1
- Pages
- 67-82
- ISSN
- 0018-9391 (ISSN-L)
- OpenAlex
- W2100800781
- Cited by
- 198
- References
- 3
- FWCI
- 13.54
- Type
- journal article
- Language
- en
- Open access
- closed
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- Gallagher, S., & Park, S. H. (2002). Innovation and competition in standard-based industries: a historical analysis of the US home video game market. IEEE Transactions on Engineering Management. https://doi.org/10.1109/17.985749
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Contains information from the Semantic Scholar Academic Graph Datasets, made available under the ODC Attribution License (ODC-BY 1.0).
Semantic Scholar’s data is described in: Kinney, R., et al. (2023). The Semantic Scholar Open Data Platform. arXiv:2301.10140.