When regional meets global : exploring the nature of global innovation networks in the video game industry in Southern Sweden
(2021) In Entrepreneurship and Regional Development 33(44198). p.131-146- Abstract
For firms in symbolic (creative) industries, the region is usually seen as the main arena for knowledge sourcing and exchange. Why and how these firms use global innovation networks remains however poorly understood. This paper draws on in-depth interviews with firm representatives and network data collected through a survey of video game developers in southern Sweden. Video game development is a typical example of a symbolic industry, encompassing the development of non-tangible and symbol-intensive products and services. In recent years, this industry has advanced from a niche sector into a global mass market. Understanding how the hybrid character of the industry–with strong symbolic cultural roots but also a significant global... (More)
For firms in symbolic (creative) industries, the region is usually seen as the main arena for knowledge sourcing and exchange. Why and how these firms use global innovation networks remains however poorly understood. This paper draws on in-depth interviews with firm representatives and network data collected through a survey of video game developers in southern Sweden. Video game development is a typical example of a symbolic industry, encompassing the development of non-tangible and symbol-intensive products and services. In recent years, this industry has advanced from a niche sector into a global mass market. Understanding how the hybrid character of the industry–with strong symbolic cultural roots but also a significant global engagement–affects the geography of innovation networks is the focus of this paper. The analysis reveals that knowledge sourcing and exchange take place likewise on the regional and global scale, but for different purposes and through different mechanisms. It also shows that not all variance in network engagement can be explained by differences in industrial knowledge bases or regional innovation systems. In contrast, the target market and the nature and geography of demand are important explanatory factors.
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- author
- Chaminade, Cristina LU ; Martin, Roman LU and McKeever, James LU
- organization
- publishing date
- 2021
- type
- Contribution to journal
- publication status
- published
- subject
- keywords
- Global innovation network, regional innovation system, Sweden, symbolic industry, video games
- in
- Entrepreneurship and Regional Development
- volume
- 33
- issue
- 44198
- pages
- 131 - 146
- publisher
- Taylor & Francis
- external identifiers
-
- scopus:85081406590
- ISSN
- 0898-5626
- DOI
- 10.1080/08985626.2020.1736184
- language
- English
- LU publication?
- yes
- id
- be13d3ad-0ab3-4424-af40-cefe629d347c
- date added to LUP
- 2020-04-06 01:41:02
- date last changed
- 2024-01-16 22:54:57
@article{be13d3ad-0ab3-4424-af40-cefe629d347c, abstract = {{<p>For firms in symbolic (creative) industries, the region is usually seen as the main arena for knowledge sourcing and exchange. Why and how these firms use global innovation networks remains however poorly understood. This paper draws on in-depth interviews with firm representatives and network data collected through a survey of video game developers in southern Sweden. Video game development is a typical example of a symbolic industry, encompassing the development of non-tangible and symbol-intensive products and services. In recent years, this industry has advanced from a niche sector into a global mass market. Understanding how the hybrid character of the industry–with strong symbolic cultural roots but also a significant global engagement–affects the geography of innovation networks is the focus of this paper. The analysis reveals that knowledge sourcing and exchange take place likewise on the regional and global scale, but for different purposes and through different mechanisms. It also shows that not all variance in network engagement can be explained by differences in industrial knowledge bases or regional innovation systems. In contrast, the target market and the nature and geography of demand are important explanatory factors.</p>}}, author = {{Chaminade, Cristina and Martin, Roman and McKeever, James}}, issn = {{0898-5626}}, keywords = {{Global innovation network; regional innovation system; Sweden; symbolic industry; video games}}, language = {{eng}}, number = {{44198}}, pages = {{131--146}}, publisher = {{Taylor & Francis}}, series = {{Entrepreneurship and Regional Development}}, title = {{When regional meets global : exploring the nature of global innovation networks in the video game industry in Southern Sweden}}, url = {{http://dx.doi.org/10.1080/08985626.2020.1736184}}, doi = {{10.1080/08985626.2020.1736184}}, volume = {{33}}, year = {{2021}}, }