基于项目的产业中的集群与企业绩效:以全球视频游戏产业为例,1972-2007

Clustering and firm performance in project-based industries: the case of the global video game industry, 1972-2007

Journal of Economic Geography · 2012
被引 93
人大 AABS 4

中文导读

研究质疑了集群内企业表现更优的传统观点,发现基于项目的产业中集群的净效应在达到临界规模后才转为正,并以全球视频游戏产业4607家企业和1229家子公司的生存数据为证。

Abstract

Explanations of spatial clustering based on localization externalities are being
\nquestioned by recent empirical evidence showing that firms in clusters do not
\noutperform firms outside clusters. We propose that these findings may be driven by
\nthe particularities of the industrial settings chosen in these studies. We argue that
\nin project-based industries, negative localization externalities associated with
\ncompetition grow proportionally with cluster size, while positive localization
\nexternalities increase more than proportionally with cluster size. By studying the
\nsurvival patterns of 4607 firms and 1229 subsidiaries in the global video game
\nindustry, we find that the net effect of clustering becomes positive after a cluster
\nreaches a critical size. We further unravel the subtleties of the video game industry
\nby differentiating between exits by failure and exit by acquisition and conclude
\nthat being acquired is best considered as a sign of success rather than as a business
\nfailure.

产业集聚项目制产业企业绩效电子游戏产业