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Innovation, Institutions and Entrepreneurs: The Case of 'Cool Japan'

机译:创新,制度与企业家:“酷日本”案例

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摘要

The Japanese innovation system is said to possess distinct weaknesses. One indicator is that in most new key industries, Japan is underrepresented on the world market. Given Japan's success until the beginning of the 1990s, this development was quite unexpected and has induced comprehensive reforms of the Japanese innovation system. Apparently, those institutions that were responsible for the economic success of the 1980s now hinder Japan's ability to adapt to and create new industries. This paper argues that while some reforms of the Japanese innovation system may be necessary, a paradigm change is not. Mainly one argument is provided for a more optimistic stance towards the sustainability of Japan's competitiveness: the plasticity of innovation systems. With reference to one new and 'cool' industry, the Japanese game software sector, the relevance of the concept of plasticity is illustrated.
机译:据说日本的创新体系具有明显的弱点。一个指标是,在大多数新的关键行业中,日本在世界市场上的代表性不足。考虑到日本在1990年代初之前的成功,这种发展是出乎意料的,并引发了日本创新体系的全面改革。显然,那些对1980年代的经济成功负有责任的机构现在阻碍了日本适应和创造新产业的能力。本文认为,尽管可能有必要对日本的创新体系进行一些改革,但无需进行范式的改变。主要提出一种论点,即对日本竞争力的可持续性持更乐观的态度:创新体系的可塑性。关于一种新兴的“酷”行业,即日本游戏软件行业,它说明了可塑性概念的相关性。

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