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The dynamics of interfirm networks along the industry life cycle: The case of the global video game industry, 1987-2007

机译:企业生命周期中企业间网络的动态:以全球视频游戏产业为例,1987-2007年

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In this article, we study the formation of network ties between firms along the life cycle of a creative industry. We focus on three mechanisms that drive network formation: (i) network endogeneity which stresses a path-dependent change originating from previous network structures, (ii) five forms of proximity (e.g. geographical proximity) which ascribe tie formation to the similarity of attributes of firms and (iii) individual characteristics which refer to the heterogeneity in the capabilities of firms to exploit external knowledge. The article employs a stochastic actor-oriented model to estimate the-changing-effects of these mechanisms on the formation of the interfirm network in the global video game industry from 1987 to 2007. Our findings indicate that, on average, the direction of the effects of the three mechanisms are stable over time, but that their weights change with the degree of maturity of the industry. To an increasing extent, video game firms tend to prefer to partner over short distances and with more cognitively similar firms as the industry evolves.
机译:在本文中,我们研究了创意产业生命周期中企业之间网络联系的形成。我们关注驱动网络形成的三种机制:(i)网络内生性,其强调源于先前网络结构的依赖于路径的变化;(ii)五种形式的邻近度(例如地理邻近度),它们将联系形成归因于以下属性的相似性企业和(iii)个人特征,指企业利用外部知识的能力的异质性。本文采用面向随机行为者的模型来估计这些机制对1987年至2007年全球视频游戏行业企业间网络形成的影响。我们的发现表明,平均而言,影响的方向这三个机制中的一个随着时间的推移是稳定的,但是它们的权重会随着行业的成熟程度而变化。随着行业的发展,视频游戏公司越来越倾向于在短距离和更认知上相似的公司之间进行合作。

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