419 research outputs found

    The Dynamics of Interfirm Networks along the Industry Life Cycle: The Case of the Global Video Games Industry 1987-2007

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    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

    The speed controlled leakhole (SCL)

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    Автобіографія Івана Багряного (з фондів ЦДАГО України)

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    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

    Мероприятия по улучшению инвестиционного климата в контексте инвестиционной стратегии региона

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    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

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    Historische fonologie en morfologie van het Indo-Europee
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