En Studie Av Den Svenska Dator- Och Tv-Spelsbranschen 1980-2005 Ulf

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En Studie Av Den Svenska Dator- Och Tv-Spelsbranschen 1980-2005 Ulf DIGITALA DRÖMMAR - en studie av den svenska dator- och tv-spelsbranschen 1980-2005 Ulf Sandqvist Occasional Papers in Economic History No. 12 2007 Licentiate thesis Umeå University 2007 Occasional Papers in Economic History No. 12 2007 ISSN 1653-7475 © 2007 Ulf Sandqvist Abstract This licentiate thesis describes the development of the Swedish computer and video game industry. The main focus is on the Swedish game development industry. Little research on the industry has been done and the purpose is to define the companies involved and to create an initial overview of the development of the industry. This overview will later be used as a platform for the doctorial thesis. Games are a growing culture form and today a lot of people are playing different types of computer and video games. Internationally the industry has expanded and some of the successful games have generated spectacular revenues. In Sweden the industry has received attention from different actors like universities, government bodies and media. There are today educations that are focused on game development and there are programs which allocates grants towards game companies. The rapid development in the computers technology has had a great impact on the game industry, which is dependent on hardware development to create games. The first computer games were made for some of the very first computers in the 1940´s and 1950´s. In the 1970´s a market for games was created when arcade machines and somewhat later home consoles were introduced. The industry has grown and includes today some of the largest companies in the world. The Swedish industry follows the international pattern but developed a bit later and the first Swedish game companies were founded in the late 1980´s. The industry has expanded, especially between 1998 and 2002. In 2005 the number of people employed in the industry had increased to over 600. During the period under study the industry seems to have had a constant problem with making a profit. Especially in 2002 and 2003 the industry has had economic problems and some of the lager companies were bankrupt. Keywords: Economic history, Sweden, Computer games, Video games, Game industry, Game development. INNEHÅLLSFÖRTECKNING 1 INLEDNING _______________________________________________________________________ 1 1.1 DATORERNAS UTVECKLING FRÅN LABORATORIER TILL MASSMARKNAD ______________________ 4 1.2 TIDIGARE FORSKNING____________________________________________________________ 13 1.2.1 Forskning om branschutveckling ________________________________________________ 13 1.2.2 Forskning om spelindustrin_____________________________________________________ 15 1.3 SYFTE OCH FRÅGESTÄLLNINGAR ___________________________________________________ 19 1.4 DEFINITIONER OCH BEGREPP_______________________________________________________ 20 1.5 PERIODISERING OCH AVGRÄNSNINGAR _______________________________________________ 21 1.6 DISPOSITION ___________________________________________________________________ 23 2 METOD __________________________________________________________________________ 24 2.1 ATT DEFINIERA DATORSPELSBRANSCHEN _____________________________________________ 24 2.1.1 SNI-koder eller bolagsordningar ________________________________________________ 25 2.1.2 Att definiera svenska datorspelsbranschen _________________________________________ 26 2.1.3 Kompletterande källor_________________________________________________________ 28 2.1.4 Verifiering __________________________________________________________________ 29 2.2 DEN LONGITUDINELLA UNDERSÖKNINGEN ____________________________________________ 31 2.3 METODDISKUSSION _____________________________________________________________ 32 3 SPELINDUSTRINS UTVECKLING __________________________________________________ 35 3.1 DE TIDIGA IDÉERNA OCH FÖRSÖKEN MED SPELMASKINER (1700-1947) ______________________ 36 3.2 DE FÖRSTA DATORSPELEN (1947-1972) ______________________________________________ 36 3.3 SPELINDUSTRINS UPPKOMST OCH DIVERSIFIERING (1972-1982)____________________________ 39 3.4 DEN FÖRSTA INDUSTRIKRISEN OCH DEN JAPANSKA SPELINDUSTRIN ÖVERTAGANDE (1982-1995) __ 45 3.5 STORFÖRETAGENS KAMP OCH DE NYA TEKNISKA MÖJLIGHETERNA (1995-) ___________________ 49 3.6 SAMMANFATTNING______________________________________________________________ 53 4 SPELINDUSTRINS OCH FÖRETAGENS ORGANISERING _____________________________ 56 4.1 INDUSTRINS ORGANISERING _______________________________________________________ 56 4.2 ORGANISERINGEN AV SPELUTVECKLINGSPRODUKTIONEN ________________________________ 61 5 SVENSKA SPELBRANSCHENS UTVECKLING _______________________________________ 65 5.1 DE TIDIGA SVENSKA SPELEN OCH SPELKONSTRUKTÖRERNA _______________________________ 66 5.2 DEN SVENSKA SPELUTVECKLINGSBRANSCHEN _________________________________________ 69 5.2.1 Företagsdemografi ___________________________________________________________ 69 5.2.2 Analys av antalet företag_______________________________________________________ 77 5.3 ANSTÄLLDA ___________________________________________________________________ 79 5.3.1 Analys av arbetskraften i spelföretagen ___________________________________________ 89 5.4 FÖRETAGENS EKONOMISKA UTVECKLING_____________________________________________ 91 5.5 ANALYS AV DEN EKONOMISKA UTVECKLINGEN _______________________________________ 100 6 SAMMANFATTNING OCH SLUTDISKUSSION ______________________________________ 103 6.1 DEN SVENSKA SPELBRANSCHEN ___________________________________________________ 103 6.2 MOT EN DOKTORSAVHANDLING ___________________________________________________ 106 FIGURFÖRTECKNING FIGUR 1. PRODUKTIONSKEDJAN______________________________________________________________ 56 FIGUR 2. INDUSTRINS ORGANISERING _________________________________________________________ 59 FIGUR 3. FRAMGÅNGSUTVECKLING INOM KONSOLBRANSCHEN______________________________________ 60 FIGUR 4. SPELINDUSTRINS PRODUKTIONSKEDJA OCH UNGEFÄRLIGA VÄRDEN SOM TILLFÖRS I VARJE LED. _____ 61 FIGUR 5. SPELUTVECKLINGSPROCESSEN _______________________________________________________ 62 FIGUR 6. FÖRETAGENS INTERNA ARBETSDELNING. _______________________________________________ 63 DIAGRAMFÖRTECKNING DIAGRAM 1. ANTALET TRANSISTORER HOS INTEL PROCESSOR (1971-2004) ____________________________ 11 DIAGRAM 2. BRANSCHLIVSCYKELN __________________________________________________________ 14 DIAGRAM 3. FÖRSÄLJNING AV SPEL I USA (1996-2005) ___________________________________________ 54 DIAGRAM 4. FÖREDELNINGEN AV ANTALET SPELFÖRETAG I SVERIGE _________________________________ 69 DIAGRAM 5. ANTAL ETABLERADE FÖRETAG I SVENSKA BRANSCHEN (1987-2004) _______________________ 72 DIAGRAM 6. ANTAL NEDLAGDA FÖRETAG I SVENSKA SPELBRANSCHEN (1992-2005) _____________________ 74 DIAGRAM 7. KUMULERADE UTVECKLING AV SVENSKA SPELFÖRETAG (ETABLERADE-NEDLAGDA) (1987-2004)_ 75 DIAGRAM 8. DEN ÅRLIGA PROCENTUELLA FÖRÄNDRINGEN AV ANTALET FÖRETAG FÖR DE FYRA BRANSCHERNA I SVERIGE (1998-2005) ________________________________________________________________ 77 DIAGRAM 9. ANTALET ANSTÄLLDA I DEN SVENSKA SPELBRANSCHEN (1995-2005) ______________________ 80 DIAGRAM 10. FÖRÄNDRINGEN FÖR ANTALET ANSTÄLLDA I PROCENT FÖR DE TRE BRANSCHERNA I SVERIGE (1998- 2005) _____________________________________________________________________________ 82 DIAGRAM 11. ANSTÄLLDA PER FÖRETAG FÖR DE TRE BRANSCHERNA I SVERIGE (1997-2005) ______________ 83 DIAGRAM 12. ANTALET ANSTÄLLDA FÖR DE FYRA FÖRETAGEN MED FLEST ANSTÄLLDA 2005. (1996-2005) ___ 84 DIAGRAM 13. GINI-KOEFFICIENTEN FÖR ANTALET ANSTÄLLDA I SVENSKA SPELBRANSCHEN (1996-2005) _____ 85 DIAGRAM 14. ANTALET KVINNLIGA ANSTÄLLDA I DEN SVENSKA BRANSCHEN (1992-2005) ________________ 86 DIAGRAM 15. ANDELEN KVINNLIGT ANSTÄLLDA I SVENSKA SPELBRANSCHEN (1994-2005) ________________ 87 DIAGRAM 16. ANSTÄLLDA PER FÖRETAG (1997-2005) ____________________________________________ 88 DIAGRAM 17. DEN SVENSKA BRANSCHEN NETTOOMSÄTTNING I RÖRLIGA PRISER (1993-2005) _____________ 92 DIAGRAM 18. NETTOOMSÄTTNINGENS FÖRÄNDRING I PROCENT FÖR DE TRE BRANSCHERNA I SVERIGE (1998-2005) __________________________________________________________________________________ 93 DIAGRAM 19. GINI-KOEFFICIENTEN FÖR NETTOOMSÄTTNINGEN I SVENSKA SPELBRANSCHEN (1996-2005) ____ 94 DIAGRAM 20. NETTOOMSÄTTNING PER ANSTÄLLDA FÖR DE TRE BRANSCHERNA I SVERIGE (1995-2005) ______ 95 DIAGRAM 21. RESULTAT EFTER FINANSIELLA POSTER FÖR SVENSKA BRANSCHEN (1993-2005) _____________ 96 DIAGRAM 22. RESULTAT EFTER FINANSIELLA POSTER FÖR SEX STÖRSTA SVENSKA SPELFÖRETAGEN (1995-2005)97 DIAGRAM 23. AVKASTNING PÅ EGET KAPITAL FÖR DE TRE BRANSCHERNA I SVERIGE (1995-2005) __________ 98 DIAGRAM 24. SOLIDITET FÖR DE TRE BRANSCHERNA I SVERIGE (1996-2005) ___________________________ 99 DIAGRAM 25. KASSALIKVIDITETEN FÖR DE TRE BRANSCHERNA (1996-2005) __________________________ 100 TABELLFÖRTECKNING TABELL 1. ANTAL TRÄFFAR FÖR SÖKNINGAR GJORDA I BOLAGSORDNINGARNA _________________________ 27 TABELL 2 GINI-KOFFICIENTERN FÖR ANTAL SYSSELSATTA EFTER NÄRINGSGREN ÅR 2004 _________________ 86 “That an invention should find a place in society unforeseen by its inventors is not surprising. The story of the computer illustrates that. It is not that computers ended up not being used for calculation – it is used for calculation by most practicing scientists and engineers today. That much, at least, the computer’s inventors predicted. But people found ways to get the invention to do a lot more.” - Paul E. Ceruzzi1 1 Inledning Datorer har på bara cirka 50 år kommit att utvecklas till en teknik som påverkar
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