scholarly journals Follow the Crowd or Follow the Trailblazer? The Differential Role of Firm Experience in Product Entry Decisions in the US Video Game Industry

2018 ◽  
Vol 56 (7) ◽  
pp. 1452-1481 ◽  
Author(s):  
Hakan Ozalp ◽  
Tobias Kretschmer
2016 ◽  
Vol 24 (3) ◽  
pp. 244-261 ◽  
Author(s):  
Alexander Styhre ◽  
Björn Remneland-Wikhamn ◽  
Anna-Maria Szczepanska ◽  
Jan Ljungberg

2017 ◽  
Vol 14 (2) ◽  
pp. 247-264 ◽  
Author(s):  
Michael Salter

In 2014, an orchestrated campaign of online abuse known as Gamergate overtook the global video game industry, calling unprecedented attention to the scope of gendered harassment on social media. Using Gamergate as an example, this article argues that explanations of online abuse that focus on its cultural or technological dimensions fail to capture the mediating role of online platforms in facilitating and rationalizing harassment and reputational damage. The concept of technological rationality pulls into focus the shared logics that shape platform design and administration as well as practices of online abuse. Proposed solutions to online abuse that fail to address technological rationality will ultimately leave in place the sociotechnical arrangements that make such abuse possible and impactful.


Technovation ◽  
2016 ◽  
Vol 54 ◽  
pp. 22-34 ◽  
Author(s):  
Frederik B.I. Situmeang ◽  
Gerda Gemser ◽  
Nachoem M. Wijnberg ◽  
Mark A.A.M Leenders

2020 ◽  
Vol 27 (4) ◽  
pp. 681-701
Author(s):  
Barbara Del Bosco ◽  
Roberto Chierici ◽  
Alice Mazzucchelli

PurposeThis paper investigates the user entrepreneurship process in the video game industry, and how this process is influenced by the interactions between user entrepreneurs and communities.Design/methodology/approachThe paper presents an exploratory multiple case study on 17 firms founded in the video game industry by Italian users.FindingsThe findings show that in most of the cases analysed, innovation by users precedes identification of the entrepreneurial opportunity. This research identifies three categories of communities that provide different forms of support to user entrepreneurs: communities of (1) gamers/users, (2) developers/innovators and (3) entrepreneurs. Given the different role played, the three categories of communities have a different relevance during the various phases of the innovation and entrepreneurial path: communities of gamers/users and of developers/innovators affect innovation development and opportunity identification, while communities of entrepreneurs help users to evolve from opportunity recognition to the start-up of a firm.Originality/valueThis study investigates the video game industry, a context in which user entrepreneurship is under-researched and that is characterized by the intangible nature of the products (while previous studies have mainly focused on physical goods). It contributes to extant literature by revealing that, at the beginning of the end-user entrepreneurial process, there may be not only unmet needs but also “excitement-driven” innovations. Moreover, by analysing the whole entrepreneurial path, the study shows how three categories of communities (gamers/users, developers/innovators and entrepreneurs) provide different forms of support to user entrepreneurs in the different phases of the entrepreneurial process.


Author(s):  
Rebecca Carlson

This article examines the role of mediators in the production of commodity value, arguing that there is a rise in a kind of immaterial labor, shaped by contemporary conditions of late capitalism, that functions explicitly as a mediating force. In this example, video game journalists are understood as actively engaged in producing and negotiating the value and meaning of video games for both producers and consumers. By specifically examining a moment of value contestation, a podcast debate between a journalist and a game developer, this article traces the mediating practices of the enthusiast gaming press and examines the way their history with and relationship to the video game industry continue to structure their ability to filter knowledge and shape desires.


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