Paper to be presented at the DRUID Society Conference 2014, CBS, Copenhagen, June 16-18 How Actors Establish Generative Platforms By Instituting Control Points: The U.S. Video Game Industry Alexander Chekanov Esade Business School Business Network Dynamics
[email protected] Joan Rodon Modol ESADE Business School Department of Information Systems, Research Group: Business
[email protected] Abstract In our paper we examine how the proliferation and growth of a sector can be contingent on the set up of control points in a multi-platform industry through an historical overview of the U.S. home video game industry between 1976 and 1989. We address the critical issue on how do actors establish generative platforms by instituting a set of control points acceptable to others, providing evidence that an increased control can also feed extensive generativity. To achieve such purpose, we present an inductive study that illustrates how the U.S. home video game industry crashed in 1983, after the removal of architectural control points in the video games market, and how Nintendo introduced new architectural control points after the crash, describing the role of the control points in the recovery of the sector. Jelcodes:M10,O32 How Actors Establish Generative Platforms By Instituting Control Points: The U.S. Video Game Industry ABSTRACT In our paper we examine how the proliferation and growth of a sector can be contingent on the set up of control points in a multi-platform industry through an historical overview of the U.S. home video game industry between 1976 and 1989. We address the critical issue on how do actors establish generative platforms by instituting a set of control points acceptable to others, providing evidence that an increased control can also feed extensive generativity.