User Involvement, Creativity and Lock-in in the Video Game Industry
Yuko Aoyama Hiro Izushi
Clark University (USA) Aston Business School (UK) Presentation at the Creative Industry and Intellectual Property, London, May 22-23, 2008
User Involvement, Creativity and Lock-in in the Video Game Industry - - PowerPoint PPT Presentation
User Involvement, Creativity and Lock-in in the Video Game Industry Yuko Aoyama Hiro Izushi Clark University (USA) Aston Business School (UK) Presentation at the Creative
Clark University (USA) Aston Business School (UK) Presentation at the Creative Industry and Intellectual Property, London, May 22-23, 2008
(Lundvall, 1988, 1992; von Hippel, 1976, 1977, 1989)
(Hamel and Prahalad, 1994, p.99).
Majority 34% Late Majority 34% Laggards 16% Early Adopters 13.5% Innovators 2.5%
David Darling Darren Falcus Andrew Oliver
Rate of product innovation Number of products Number of firms in the industry Profit margins Rate of process innovation Fluid Transitional Mature Discontinuities
1 2 3 4 5 6 7
Nintendo Wii Sony PS3 Microsoft Xbox 360
1 2 3 4
Nintendo Wii Sony PS3 Microsoft Xbox 360
Coefficient estimate Standard error Wald chi- square Sig. Odds ratio Intercept 0.90 0.86 1.09 0.30 Gender (Male: 0; Female: 1) 2.12 0.63 11.36 0.00 8.36 Hours of play per day
0.46 6.26 0.01 0.32 Do you like action/shooting games? (No: 0; Yes: 1)
0.61 3.74 0.05 0.31
Shigeru Miyamoto, Director of Information & Development (2007).
Hardcore Gamer Magazine, 20 November 2006