|Claussen, Jörg; Falck, Oliver; Grohsjean, Thorsten (18. August 2010): The Strength of Direct Ties: Evidence from the Electronic Game Industry. Discussion Papers in Business Administration 2010-8|
This is the latest version of this item.
We analyze the economic effects of a developer’s connectedness in the electronic game industry. Knowledge spillovers between developers are likely to be of special relevance in this knowledge-intensive and regionally concentrated industry. We calculate social network measures for a developer’s connectedness to other developers at multiple points in time. In a regression in which we exploit within-career variation in social network measures, we find that the number of direct ties a developer has to other developers has a strong effect on both a game’s revenues and critics’ scores. The quality of indirect ties makes no additional contribution to the game’s success.
|Item Type:||Paper (Discussion Paper)|
|Keywords:||social network analysis, electronic game industry, knowledge spillovers|
|Collections:||Munich School of Management|
Munich School of Management > Discussion Papers
Munich School of Management > Discussion Papers > Communication Economics
|Subjects:||300 Social sciences > 300 Social sciences, sociology and anthropology|
300 Social sciences > 330 Economics
|JEL Classification:||L14, L86, D83|
|Deposited On:||03. Aug 2011 07:45|
|Last Modified:||29. Apr 2016 09:08|
Cadin, Loic; Guérin, Francis and Defillippi, Robert. 2006. “HRM Practices in the Video Game Industry: Industry or Country Contingent?” European Management Journal, 24(4), pp. 288–98.
Chandler, Heather M. 2009. The Game Production Handbook. Sudbury, MA: Jones and Bartlett Publishers.
Clements, Matthew T. and Ohashi, Hiroshi. 2005. “Indirect Network Effects and the Product Cycle: Video Games in the U.S., 1994–2002.” Journal of Industrial Economics, 43(4), pp. 515–42.
Cohendet, Patrick; Grandadam, David and Simon, Laurent. 2010. “The Anatomy of the Creative City.” Industry & Innovation, 17(1), pp. 91–111.
Cohendet, Patrick and Simon, Laurent. 2007. “Playing Across the Playground: Paradoxes of Knowledge Creation in the Videogame Firm.” Journal of Organizational Behavior, 28(5), pp. 587–605.
Coleman, James S. 1990. Foundations of Social Theory. Cambridge, MA: Harvard Univ. Press.
Csikszentmihályi, Mihaly. 1999. “Implications for a Systems Perspective for the Study of Creativity.” In: Handbook of Creativity, ed. by Robert J. Sternberg. New York: Cambridge University Press, pp. 313–35.
De Dreu, Carsten K. W. and West, Michael A. 2001”Minority Dissent and Team Innovation: The Importance of Participation in Decision Making.” Journal of Applied Psychology, 86(6), pp. 1191–1201.
Durlauf, Steven N. 2002. “On the Empirics of Social Capital.” Economic Journal, 112(483), F459–79.
Durlauf, Steven N. 2004. “Neighborhood Effects.” In: Handbook of Regional and Urban Economics, Vol. 4, ed. by J. Vernon Henderson and Jacques-Francois Thisse. Amsterdam: Elsevier Science, pp. 2173–2242.
Fershtman, Chaim and Gandal, Neil. 2011. “R&D Spillovers: The ‘Social Network’ of Open Source Software.” RAND Journal of Economics, 42, pp. 70–91. Freeman, Linton. 2006. The Development of Social Network Analysis. Vancouver: Empirical Press.
Goyal, Sanjeev M.; van der Leij, Marco J. and Moraga-Gonzalez, José L. 2006. “Economics: An Emerging Small World.” Journal of Political Economy, 114(2), pp. 403–12.
Granovetter, Mark S. 1973. “The Strength of Weak Ties.” American Journal of Sociology,78(6), pp. 1360–80.
Granovetter, Mark S. 1983. “The Strength of Weak Ties: A Network Theory Revisited.” Sociological Theory, 1, pp. 201–33.
Hight, John and Novak, Jeannie. 2008. Game Development Essentials: Game Project Management. Clifton Park, NY: Thomson Delmar Learning.
Holan, Martin de and Phillips, Nelson. 2004. “Remembrance of Things Past? The Dynamics of Organizational Forgetting.” Management Science, 50(11), pp. 1603–13.
Jacobs, Jane. 1969. The Economy of Cities. New York, NY: Vintage.
Lucas, Robert. 1988. “On the Mechanics of Economic Development.” Journal of Monetary Economics, 22(1), pp. 3–42.
Lucas, Robert. 2009. “Ideas and Growth.” Economica, 76(301), pp. 1–19.
Manski, Charles F. 1993. “Identification of Endogenous Social Effects: The Reflection Problem.” Review of Economic Studies, 60(3), pp. 531–42.
Manski, Charles F. 2000. “Economic Analysis of Social Interactions.” Journal of Economic Perspectives, 14(3), pp. 115–36.
McGahan, Anita M. 2004. How Industries Evolve: Principles for Achieving and Sustaining Superior Performance. Boston, MA: Harvard Business School Press.
Novak, Jeannie. 2008. Game Development Essentials: An Introduction. Clifton Park, NY: Thomson Delmar Learning.
Parnes, Sidney J. and Noller, Ruth B. 1972. “Applied Creativity: The Creative Studies Project—Part II: Results of the Two-Year Program.” Journal of Creative Behavior, 6(3), pp. 164–86.
Putnam, Robert D. 2000. Bowling Alone: The Collapse and Revival of American Community. New York, NY: Simon and Schuster.
Sacerdote, Bruce. 2011. “Peer Effects in Education: How Might They Work, How Big Are They and How Much Do We Know Thus Far?” In: Handbook of the Economics of Education, ed. by Eric A. Hanushek, Steven Machin, and Ludger Woessmann. Amsterdam: North-Holland (Elsevier), pp. 249–78.
Saxenian, A. 1994. Regional Advantage: Culture and Competition in Silicon Valley and Route 128. Cambridge, MA: Harvard University Press.
Shankar, Venkatesh and Bayus, Barry L. 2003. “Network Effects and Competition: An Empirical Analysis of the Home Video Game Industry.” Strategic Management Journal, 24(4), pp. 375–84.
Sobel, Joel. 2002. “Can We Trust Social Capital?” Journal of Economic Literature, 40(1), pp. 139–54.
Stremersch, Stefan; Tellis, Gerard J.; Franses, Philip H. And Binken, Jeroen L. G. 2007. “Indirect Network Effects in New Product Growth.” Journal of Marketing, 71(3), pp. 52–74.
Venkatraman N. and Lee, Chi-Hyon. 2004. “Preferential Linkage and Network Evolution: A Conceptual Model and Empirical Test in the U.S. Video Game Sector.” Academy of Management Journal, 47(6), pp. 876–92.
Zaferakis, Andrew; Lichius, Benand and Schneider, Ben. 2007.“A Day in the Life: Three Slices of Life from the Front Lines of Game Development.” Game Career Guide, 4, pp. 31–36.
Available Versions of this Item
The Strength of Direct Ties: Evidence from the Electronic Game Industry. (deposited 19. Aug 2010 14:14)
- The Strength of Direct Ties: Evidence from the Electronic Game Industry. (deposited 03. Aug 2011 07:45) [Currently Displayed]