• DocumentCode
    1254337
  • Title

    Innovation and competition in standard-based industries: a historical analysis of the US home video game market

  • Author

    Gallagher, Scott ; Park, Seung Ho

  • Author_Institution
    Manage. Program. Coll. of Bus., James Madison Univ., Harrisonburg, VA, USA
  • Volume
    49
  • Issue
    1
  • fYear
    2002
  • fDate
    2/1/2002 12:00:00 AM
  • Firstpage
    67
  • Lastpage
    82
  • Abstract
    This paper examines the competitive dynamics in a standard-based industry through a historical observation of the US home video game industry. The paper focuses on the theoretical issues of switching costs, installed base and complementary goods as critical factors of dominant designs and firm success in a network-based industry. The authors´ analysis reveals multiple stages of technological innovations and changes of market leadership and industry standards during a relatively short history of the industry. The industry exhibits six generations of technological changes in video game consoles and complementary products, with each generation represented by a new set of competitors, dominant designs, and market leaders out-competing the leaders of the prior generation. Their analysis confirms the efficacy of traditional tenets of successful strategic management in a network-based industry, such as the importance of technological innovation, building entry barriers, protecting firm-specific assets, competitive pricing, brand recognition and effective channel management. These traditional strategies, however, should be geared to achieve new strategic goals, such as building installed base and a network of complementary products, that are critical success factors in competing in a network-based industry
  • Keywords
    computer games; entertainment; history; leisure industry; research and development management; strategic planning; USA; brand recognition; channel management; competition; competitive pricing; complementary goods; critical factors; entry barriers; firm-specific assets; historical analysis; home video game market; industry standards; innovation; installed base; market leadership; network-based industry; strategic goals; strategic management; switching costs; technological innovations; Asset management; Buildings; Costs; Games; History; Innovation management; Protection; Technological innovation; Technology management; Toy industry;
  • fLanguage
    English
  • Journal_Title
    Engineering Management, IEEE Transactions on
  • Publisher
    ieee
  • ISSN
    0018-9391
  • Type

    jour

  • DOI
    10.1109/17.985749
  • Filename
    985749