Abstract
In this paper, we describe the evolutionary process of the home video game software industry in Japan from 1983 to 1999. From the descriptive analysis, we identified an innovation pattern which is similar to the one found in a detailed case study of the automobile industry by Abernathy. We can see a similar innovation pattern in the game software industry: within a few years after the game software industry was born, many radical and important product innovations occurred, followed by many incremental and minor product innovations. People within the home video game software firms accumulate know-how (knowledge) gradually, according to continued development of products. This knowledge accumulation makes them hesitate in making a substantial new attempt at product development. We call this phenomenon the “development productivity dilemma,” analogous to the earlier concept in the automobile industry, the “productivity dilemma.” In this meaning, Abernathy’s theory is applicable to not only manufacturing areas, but also knowledge-based areas such as software development. Accumulations of knowledge restrict making radical attempts and definitely determine the evolutional process of the industry.
Similar content being viewed by others
References
Abernathy, W. J. (1978) The Productivity Dilemma: Roadblock to Innovation in the Automobile Industry, Johns Hopkins University Press, Baltimore, MD.
Abernathy, W. J. and K. B. Clark (1985) “Innovation: Mapping the winds of creative destruction,” Research Policy 14.1: 3–22.
Aoshima, Y. and K. Kusunoki (2008) “Innovation as system re-definition (in Japanese),” Hitotsubashi Business Review 55: 58–77.
Clark, K. M. (1985) “The interaction of design hierarchies and market concepts in technological evolution,” Research Policy 14.5: 235–251.
Clark, K. B. and T. Fujimoto (1991) Product Development Performance, Harvard Business School Press, Boston, MA.
Christensen, C. M. (1997) The Innovator’s Dilemma: When the Technologies Cause Great Firms to Fail (Rev. ed.), Harvard Business School Press, Boston, MA.
Fujimoto, T. (1997) An Evolutionary Theory of Production Systems (in Japanese), Yuhikaku, Tokyo.
Fujita, N. (1998) “The rise and fall of the video game industry in the U.S. (in Japanese),” Keizai-ronso 162: 54–71.
Fujita, N. (1999a) “The video game industry in Japan before “Family Computer” (in Japanese),” Keizai-ronso 163: 59–76.
Fujita, N. (1999b) “A total analysis of the development of “Family Computer” and the emergent of the video game industry in Japan (in Japanese),” Keizai-ronso 163: 69–86.
Gawer, A. and M. A. Cusumano (2002) Platform Leadership: How Intel, Microsoft, and Cisco Drive Industry Innovation, Harvard Business School Press, Boston, MA.
Henderson, R. M. and K. B. Clark (1990) “Architectural Innovation: The Reconfiguration of Existing Product Technologies and the Failure of Established Firms,” Administrative Science Quarterly 35.1: 9–30.
Ikuine, F. (2012) Development Productivity Dilemma: The Innovation Patterns in the Digital Age (in Japanese), Yuhikaku, Tokyo.
Kato, T. (2011) Structural Stability and Change of Technological System: Exploring Management Theory from Methodological Perspective (in Japanese), Hakuto Shobo, Tokyo.
Kotler, P. (2000) Marketing Management (10th ed.), Prentice Hall, Upper Saddle River, NJ.
Nojima, M. (2002) “Community and business strategy: case studies in the online game industry,” Akamon Management Review 1: 527–560. Retrived from http://www.gbrc.jp/
Nonaka, I. (1990) Management for Knowledge Creation (in Japanese), Nihon Keizai-Shinbun Sha, Tokyo.
Shintaku, J. (1994) Competitive Strategies of Japanese Firms—De-Maturity and Competitive Behavior in Matured Industries (in Japanese), Yuhikaku, Tokyo.
Shintaku, J., T. Tanaka and N. Yanagawa (2003) Economic Analysis on Game Industry (in Japanese), Toyo Keizai Shimpo-sha, Tokyo.
Utterback, J. M. (1994) Mastering the Dynamics of Innovation, Harvard Business School Press, Boston, MA.
Utterback, J. M. and W. J. Abernathy (1975) “A Dynamic Model of Product and Process Innovation,” Omega 3.6: 639–656.
Author information
Authors and Affiliations
Corresponding author
About this article
Cite this article
Ikuine, F. The Evolution of the Home Video Game Software Industry in Japan: An Empirical Study on Factors in the Industry’s Evolution. Evolut Inst Econ Rev 9, 37–50 (2012). https://doi.org/10.14441/eier.A2012003
Published:
Issue Date:
DOI: https://doi.org/10.14441/eier.A2012003