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Cited by 198

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

Gallagher, S., Seung Ho Park·2002·IEEE Transactions on Engineering Management

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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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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CoChat. (2026). Citation check: Innovation and competition in standard-based industries: a historical analysis of the US home video game market. https://app.cochat.ai/papers/10.1109/17.985749
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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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Bibliographic data: Semantic Scholar, OpenAlex, Crossref.

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.