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首页> 外文期刊>Journal of economic geography >Clustering and firm performance in project-based industries: The case of the global video game industry, 1972-2007
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Clustering and firm performance in project-based industries: The case of the global video game industry, 1972-2007

机译:基于项目的行业中的集群和公司绩效:以全球视频游戏行业为例,1972-2007年

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摘要

Explanations of spatial clustering based on localization externalities are being questioned by recent empirical evidence showing that firms in clusters do not outperform firms outside clusters. We propose that these findings may be driven by the particularities of the industrial settings chosen in these studies. We argue that in project-based industries, negative localization externalities associated with competition grow proportionally with cluster size, while positive localization externalities increase more than proportionally with cluster size. By studying the survival patterns of 4607 firms and 1229 subsidiaries in the global video game industry, we find that the net effect of clustering becomes positive after a cluster reaches a critical size. We further unravel the subtleties of the video game industry by differentiating between exits by failure and exit by acquisition and conclude that being acquired is best considered as a sign of success rather than as a business failure.
机译:最近的经验证据显示,基于集群外部性的空间集群解释受到质疑,这些经验表明集群中的企业并没有优于集群外的企业。我们建议,这些发现可能受这些研究中选择的工业环境的特殊性驱动。我们认为,在基于项目的行业中,与竞争相关的负本地化外部性与集群规模成正比增长,而正本地化外部性与集群规模成正比。通过研究全球视频游戏行业中4607家公司和1229家子公司的生存模式,我们发现,当集群达到临界规模后,集群的净效应将变为正。通过区分因失败而退出和因收购而退出之间的差异,我们进一步揭示了视频游戏行业的微妙之处,并得出结论,被收购最好地被视为成功的标志,而不是企业的失败。

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