438 research outputs found
The Dynamics of Interfirm Networks along the Industry Life Cycle: The Case of the Global Video Games Industry 1987-2007
In this paper, we study the formation of network ties between firms along the life cycle of a creative industry. We focus on three drivers of network formation: i) network endogeneity which stresses a path-dependent change originating from previous network structures, ii) five forms of proximity (e.g. geographical proximity) which ascribe tie formation to the similarity of actors' attributes; and (iii) individual characteristics which refer to the heterogeneity in actors capabilities to exploit external knowledge. The paper employs a stochastic actor-oriented model to estimate the - changing - effects of these drivers on inter-firm network formation in the global video game industry from 1987 to 2007. Our findings indicate that the effects of the drivers of network formation change with the degree of maturity of the industry. To an increasing extent, video game firms tend to partner over shorter distances and with more cognitively similar firms as the industry evolves.network dynamics, industry life cycle, proximity, creative industry, video game industry, stochastic actor-oriented model
Recommended from our members
Impression Management and the Biasing of Executive Pay Benchmarks: A Dynamic Analysis
We study the selection of peers into compensation peer groups reported by U.S. corporations. Securities and Exchange Commission (SEC) regulation requires firms to report these peer groups which are used by investors and shareholders to benchmark the compensation of CEOs. Building on a novel, dynamic analysis of more than 1,400 compensation peer groups since 2006, this paper presents new evidence that compensation peer groups are biased upwards relative to neutrally chosen “natural” peer groups. This upward bias is masked by several factors including normative selection on other criteria than compensation and the strong negative relationship between bias and the percentile at the named peer group at which the CEO is compensated. We find that adjustments to compensation peer groups are often better explained as bias-maintaining impression management than as structural adjustments to align peer groups more closely with the normative principles for peer group selection. We also find that peer group bias cannot generally be explained away as a reward for CEO talent. Our research suggests that although the SEC regulation was intended to minimize rent extraction, it has given firms a tool to manage impressions of shareholders and justify excessive pay
Автобіографія Івана Багряного (з фондів ЦДАГО України)
Публікується автобіографія Івана Багряного, написана ним власноруч у
січні 1944 р., напередодні еміграції за кордон.Публикуется автобиография Ивана Багряного, написанная им от руки в
январе 1944 г., перед эмиграцией за рубеж.The is published the autobiography of Ivan Bagryanyi, he wrote in January
1944 before the emigration
Regular morphologically complex neologisms leave detectable traces in the mental lexicon
Item does not contain fulltex
Isikuliste ja esemeliste tõendite kasutamine raskete isikuvastaste kuritegude tõendamisel Pärnu maakohtus 2009-2014
http://www.ester.ee/record=b460297
Мероприятия по улучшению инвестиционного климата в контексте инвестиционной стратегии региона
In this article, we study the formation of network ties between firms along the life cycle of a
creative industry. We focus on three mechanisms that drive network formation: (i) network
endogeneity which stresses a path-dependent change originating from previous network
structures, (ii) five forms of proximity (e.g. geographical proximity) which ascribe tie
formation to the similarity of attributes of firms and (iii) individual characteristics which refer
to the heterogeneity in the capabilities of firms to exploit external knowledge. The article
employs a stochastic actor-oriented model to estimate the – changing – effects of these
mechanisms on the formation of the interfirm network in the global video game industry
from 1987 to 2007. Our findings indicate that, on average, the direction of the effects of
the three mechanisms are stable over time, but that their weights change with the degree of
maturity of the industry. To an increasing extent, video game firms tend to prefer to partner
over short distances and with more cognitively similar firms as the industry evolves
'Narten' roots from the Avestan point of view
Historische fonologie en morfologie van het Indo-Europee
- …