The Rise of the East Asian Gaming Industry: A Value-Added Chain Among the East Asian Game Companies During 2000–2010

IF 3.2 2区 文学 Q1 COMMUNICATION Global Media and China Pub Date : 2022-02-11 DOI:10.1177/20594364221074422
L. Chen
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引用次数: 2

Abstract

From a historical perspective, this paper examines how these Asian game companies developed during the period 2000–2010. This research attempts to discern the relationships among the East Asian game companies when they become both game buyers and providers. Based on the model of the global value chain, suggested by Gereffi and others (2005), the results show that, first, the popularity of online games in the intra-Asian market is based on a collaborative relationship, while Korean and Chinese produced games are successfully operated in other markets. Second, the online game business became segmented in East Asia when game companies, in different markets, with their own advantages, were able to play different roles in order to add value to the modular form of the global value chain. Third, the value chains are not evolving along a single trajectory, if economic interdependence among game suppliers and buyers are further examined.
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东亚游戏产业的崛起:2000-2010年东亚游戏公司的增值链
本文将从历史角度分析这些亚洲游戏公司在2000-2010年间的发展情况。本研究试图辨别东亚游戏公司在成为游戏买家和供应商时的关系。基于Gereffi等人(2005)提出的全球价值链模型,研究结果表明,首先,网络游戏在亚洲内部市场的流行是基于协作关系,而韩国和中国制作的游戏在其他市场成功运营。其次,东亚地区的网络游戏业务开始细分,游戏公司在不同的市场,凭借各自的优势,能够扮演不同的角色,为全球价值链的模块化形式增加价值。第三,如果进一步审视游戏供应商和买家之间的经济依赖关系,价值链并不是沿着单一轨迹发展的。
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来源期刊
Global Media and China
Global Media and China COMMUNICATION-
CiteScore
3.90
自引率
14.30%
发文量
29
审稿时长
15 weeks
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