The dynamics of interfirm networks along the industry life cycle: The case of the global video game industry, 1987–2007
研究了1987-2007年全球视频游戏产业中企业间合作网络的形成机制,发现网络内生性、邻近性和企业个体特征的影响权重随产业成熟度变化,企业更倾向于与地理邻近和认知相似的公司合作。
In this article, we study the formation of network ties between firms along the life cycle of a \ncreative industry. We focus on three mechanisms that drive network formation: (i) network \nendogeneity which stresses a path-dependent change originating from previous network \nstructures, (ii) five forms of proximity (e.g. geographical proximity) which ascribe tie \nformation to the similarity of attributes of firms and (iii) individual characteristics which refer \nto the heterogeneity in the capabilities of firms to exploit external knowledge. The article \nemploys a stochastic actor-oriented model to estimate the – changing – effects of these \nmechanisms on the formation of the interfirm network in the global video game industry \nfrom 1987 to 2007. Our findings indicate that, on average, the direction of the effects of \nthe three mechanisms are stable over time, but that their weights change with the degree of \nmaturity of the industry. To an increasing extent, video game firms tend to prefer to partner \nover short distances and with more cognitively similar firms as the industry evolves.