TY - JOUR
T1 - Industry evolution and cross-sectoral skill transfers
T2 - a comparative analysis of the video game industry in Japan, the United States, and the United Kingdom
AU - Izushi, Hiro
AU - Aoyama, Yuko
PY - 2006
Y1 - 2006
N2 - In this paper we explore the interrelationship between technological progress and the formation of industry-specific skills by analysing the evolution of the video-game industry in three countries: Japan, the United States, and the United Kingdom. We argue that the cross-sectoral transfer of skills occurs differently depending on national contexts, such as the social legitimacy and strength of preexisting industries, the socioeconomic status of entrepreneurs or pioneer firms in an emerging industry, and the sociocultural cohesiveness between the preexisting and emerging industries. Each country draws on a different set of creative resources, which results in a unique trajectory. Whereas Japan's video-game industry emerged out of corporate sponsorships in arcades, toys, and consumer electronics industries and drew skills from the comic book and animated-film sectors, the video-game industry in the United States evolved from arcades and personal computers. In the United Kingdom the video-game industry developed bottom-up, through a process of skills formation in the youth culture of 'bedroom coders' that nurtured self-taught programmers in their teens throughout the country.
AB - In this paper we explore the interrelationship between technological progress and the formation of industry-specific skills by analysing the evolution of the video-game industry in three countries: Japan, the United States, and the United Kingdom. We argue that the cross-sectoral transfer of skills occurs differently depending on national contexts, such as the social legitimacy and strength of preexisting industries, the socioeconomic status of entrepreneurs or pioneer firms in an emerging industry, and the sociocultural cohesiveness between the preexisting and emerging industries. Each country draws on a different set of creative resources, which results in a unique trajectory. Whereas Japan's video-game industry emerged out of corporate sponsorships in arcades, toys, and consumer electronics industries and drew skills from the comic book and animated-film sectors, the video-game industry in the United States evolved from arcades and personal computers. In the United Kingdom the video-game industry developed bottom-up, through a process of skills formation in the youth culture of 'bedroom coders' that nurtured self-taught programmers in their teens throughout the country.
KW - technological progress
KW - formation of industry-specific skills
KW - video-game industry
KW - Japan
KW - United States
KW - United Kingdom
KW - national contexts
KW - industries sociocultural cohesiveness
UR - http://www.scopus.com/inward/record.url?scp=33750449014&partnerID=8YFLogxK
UR - http://www.envplan.com/abstract.cgi?id=a37205
U2 - 10.1068/a37205
DO - 10.1068/a37205
M3 - Article
SN - 0308-518X
VL - 38
SP - 1843
EP - 1861
JO - Environment and Planning A
JF - Environment and Planning A
IS - 10
ER -