Explaining the Spatial Organization of Creative Industries: The Case of the U.S. Videogames Industry

The paper presents a picture of the spatial location of the U.S. videogames industry as a broad range of clusters of different sizes, none of them dominant, then uses a variety of qualitative evidence (including interview and ethnographic) to illustrate a theory of how these variegated clusters have...

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Main Authors: TSCHANG, F. Ted, VANG, Jan
Format: text
Language:English
Published: Institutional Knowledge at Singapore Management University 2008
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Online Access:https://ink.library.smu.edu.sg/lkcsb_research/1439
https://ink.library.smu.edu.sg/context/lkcsb_research/article/2438/viewcontent/Explaining_the_Spatial_Organization_of_Creative_In.pdf
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spelling sg-smu-ink.lkcsb_research-24382018-02-01T03:45:23Z Explaining the Spatial Organization of Creative Industries: The Case of the U.S. Videogames Industry TSCHANG, F. Ted VANG, Jan The paper presents a picture of the spatial location of the U.S. videogames industry as a broad range of clusters of different sizes, none of them dominant, then uses a variety of qualitative evidence (including interview and ethnographic) to illustrate a theory of how these variegated clusters have emerged and continue to persist, each in their own right. In effect, our main findings are that videogame clusters do not operate as other creative industry clusters, as described by the recent theories of buzz applied to other creative industries, nor by conventional linkage arguments (either to suppliers or financier-distributors). Rather, the in-house nature of the work, coupled with means of distantiated work, have allowed studios in clusters or outside of clusters to continue to work at a distance from their preferred publishers, and vice versa. In the end, this might be ascribed to the need to deal with lead creative human capital wherever it emerges and persists. The findings point out the importance of maintaining a heterogeneous view of creative industries and their construction: both organizationally, and spatially as clusters. 2008-07-01T07:00:00Z text application/pdf https://ink.library.smu.edu.sg/lkcsb_research/1439 https://ink.library.smu.edu.sg/context/lkcsb_research/article/2438/viewcontent/Explaining_the_Spatial_Organization_of_Creative_In.pdf http://creativecommons.org/licenses/by-nc-nd/4.0/ Research Collection Lee Kong Chian School Of Business eng Institutional Knowledge at Singapore Management University Organizational Behavior and Theory Strategic Management Policy
institution Singapore Management University
building SMU Libraries
continent Asia
country Singapore
Singapore
content_provider SMU Libraries
collection InK@SMU
language English
topic Organizational Behavior and Theory
Strategic Management Policy
spellingShingle Organizational Behavior and Theory
Strategic Management Policy
TSCHANG, F. Ted
VANG, Jan
Explaining the Spatial Organization of Creative Industries: The Case of the U.S. Videogames Industry
description The paper presents a picture of the spatial location of the U.S. videogames industry as a broad range of clusters of different sizes, none of them dominant, then uses a variety of qualitative evidence (including interview and ethnographic) to illustrate a theory of how these variegated clusters have emerged and continue to persist, each in their own right. In effect, our main findings are that videogame clusters do not operate as other creative industry clusters, as described by the recent theories of buzz applied to other creative industries, nor by conventional linkage arguments (either to suppliers or financier-distributors). Rather, the in-house nature of the work, coupled with means of distantiated work, have allowed studios in clusters or outside of clusters to continue to work at a distance from their preferred publishers, and vice versa. In the end, this might be ascribed to the need to deal with lead creative human capital wherever it emerges and persists. The findings point out the importance of maintaining a heterogeneous view of creative industries and their construction: both organizationally, and spatially as clusters.
format text
author TSCHANG, F. Ted
VANG, Jan
author_facet TSCHANG, F. Ted
VANG, Jan
author_sort TSCHANG, F. Ted
title Explaining the Spatial Organization of Creative Industries: The Case of the U.S. Videogames Industry
title_short Explaining the Spatial Organization of Creative Industries: The Case of the U.S. Videogames Industry
title_full Explaining the Spatial Organization of Creative Industries: The Case of the U.S. Videogames Industry
title_fullStr Explaining the Spatial Organization of Creative Industries: The Case of the U.S. Videogames Industry
title_full_unstemmed Explaining the Spatial Organization of Creative Industries: The Case of the U.S. Videogames Industry
title_sort explaining the spatial organization of creative industries: the case of the u.s. videogames industry
publisher Institutional Knowledge at Singapore Management University
publishDate 2008
url https://ink.library.smu.edu.sg/lkcsb_research/1439
https://ink.library.smu.edu.sg/context/lkcsb_research/article/2438/viewcontent/Explaining_the_Spatial_Organization_of_Creative_In.pdf
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