The core rigidity of Japanese home video game companies

Takeaki Wada
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引用次数: 7

Abstract

Retail prices must be kept low in order to increase the diffusion of home video game hardware. In the 1980s and 1990s, when high-performance semiconductor prices were high, the performance of the hardware was limited. Owing to hardware restrictions, Japanese video game hardware developers had to improve their ability to increase the entertainment offered by their hardware. By the 2000s, home video game hardware that was the same spec as cutting-edge PC hardware came onto the market. As a result, consumers in the European and North American markets began to demand home video game software that could take advantage of high-performance hardware. This is when European and North American home video game developers began to flourish, as their experience with video game development on the PC meant that they had the ability to develop games that took advantage of high-level hardware functionality. At the same time, Japanese home video game developers were struggling in the global market, including North America, because the development organization and capabilities that they had built before 2000 acted as core rigidity.
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日本家庭视频游戏公司的核心僵化
为了增加家用电子游戏硬件的普及,零售价格必须保持在较低水平。在高性能半导体价格高的20世纪80年代和90年代,硬件的性能受到限制。由于硬件限制,日本电子游戏硬件开发商不得不提高自己的能力,以增加硬件提供的娱乐。到了2000年代,与尖端PC硬件规格相同的家庭视频游戏硬件进入市场。因此,欧洲和北美市场的消费者开始要求能够利用高性能硬件的家庭视频游戏软件。此时,欧洲和北美的家庭电子游戏开发商开始蓬勃发展,因为他们在PC上开发电子游戏的经验意味着他们有能力开发利用高级硬件功能的游戏。与此同时,日本家庭电子游戏开发商在全球市场(包括北美)举步维艰,因为他们在2000年之前建立的开发组织和能力成为了核心僵化。
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7
审稿时长
5 weeks
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