DOI QR코드

DOI QR Code

The Hidden Catalyst for Industrial Convergence between the MMOG Industry and the Online Broadcasting Industry in South Korea


Abstract

This paper explores the convergence process by focusing on the massively multiplayer online game(MMOG) industry and the online broadcasting industry in South Korea. In doing so, the paper seeks to establish the concept of Hidden catalysts for the integration process between the two industries and explore the roles of the Hidden catalysts in triggering the industry's transition. Further, the modified multi-level socio-technical model we applied in our research allows us both to understand each industry's development towards convergence in various dimensions and also to focus on the activities of the Hidden catalysts. In assessing the role of Hidden catalysts in industry convergence, we found that Hidden catalysts depend on two essential features: first, appropriate technology leading to the new industry dominance; and second, managerial capabilities to deal with conflicts among other new interest groups, to harmonise with government initiatives for industry development and to create new value in the integrated market to please the demand of mixed customers.

Keywords

References

  1. ABERNATHY, W. J. & UTTERBACK, J. M. 1978. Patterns of innovation in industry Technology Review, 80, 40-47.
  2. AFUAH, A. & TUCCI, C. L. 2000. Internet Business Models and Strategies: Text and Cases, McGraw-Hill Higher Education.
  3. ANDERSON, P. & TUSHMAN, M. L. 1990. Technological Discontinuities and Dominant Designs: A Cyclical Model of Technological Change. Administrative Science Quarterly, 35, 604-633. https://doi.org/10.2307/2393511
  4. ARORA, A., ARUNACHALAM, V. S., ASUNDI, J. & FERNANDES, R. 2001. The Indian software services industry. Research Policy, 30, 1267-1287. https://doi.org/10.1016/S0048-7333(00)00148-7
  5. AUDRETSCH, D. B. 1995. Innovation and Industry Evolution, MIT Press.
  6. CHOUDRIE, J. & LEE, H. 2004. Broadband development in South Korea: institutional and cultural factors. European Journal of Information Systems, 13, 103-114. https://doi.org/10.1057/palgrave.ejis.3000494
  7. CHUA, B. H. & IWABUCHI, K. 2008. East Asian pop culture: Analysing the Korean wave, Hong Kong University Press.
  8. FOSTER, R. N. 1986. The attacker's advantage. New York.
  9. FROUENFELDER, M. 2005 The Computer: A History
  10. GEELS, F. W. 2004. From sectoral systems of innovation to socio-technical systems: Insights about dynamics and change from sociology and institutional theory. Research policy, 33, 897-920. https://doi.org/10.1016/j.respol.2004.01.015
  11. HENDERSON, R. M. & CLARK, K. B. 1990. Architectural Innovation: The Reconfiguration of Existing Product Technologies and the Failure of Established Firms. Administrative Science Quarterly, 35, 9-30. https://doi.org/10.2307/2393549
  12. HOFFMAN, A. J. 1999. Institutional Evolution and Change: Environmentalism and the U.S. Chemical Industry. Academy of Management Journal, 42, 351-371. https://doi.org/10.2307/257008
  13. HUHH, J.-S. 2008. Culture and Business of PC Bangs in Korea. Games and Culture, 3, 26-37. https://doi.org/10.1177/1555412007309525
  14. HUTCHINS, B. 2008. Signs of meta-change in second modernity: the growth of e-sport and the World Cyber Games. New Media & Society, 10, 851-869. https://doi.org/10.1177/1461444808096248
  15. JACOBIDES, M. G. 2005. Industry Change through Vertical Disintegration: How and Why Markets Emerged in Mortgage Banking. The Academy of Management Journal, 48, 465-498. https://doi.org/10.5465/AMJ.2005.17407912
  16. JAYARATNE, J. & STRAHAN, P. E. 1998. Entry restrictions, industry evolution, and dynamic efficiency: Evidence from commercial banking. JL & Econ., 41, 239.
  17. JIN, D. Y. 2006. Cultural politics in Korea's contemporary films under neoliberal globalization. Media, Culture & Society, 28, 5-23. https://doi.org/10.1177/0163443706059274
  18. JIN, D. Y. & CHEE, F. 2008. Age of New Media Empires: A Critical Interpretation of the Korean Online Game Industry. Games and Culture, 3, 38-58. https://doi.org/10.1177/1555412007309528
  19. KENT, M. 2008. Massive Multi-player Online Games and the Developing Political Economy of Cyberspace. Fast Capitalism, 4.
  20. KLEPPER, S. 1997. Industry Life Cycles. Industrial and Corporate Change, 6, 145-182. https://doi.org/10.1093/icc/6.1.145
  21. KLEPPER, S. & GRADDY, E. 1990. The evolution of new industries and the determinants of market structure. The RAND Journal of Economics, 27-44.
  22. KRATKE, S. 2002. Network Analysis of Production Clusters: The Potsdam/Babelsberg Film Industry as an Example. European Planning Studies, 10, 27-54. https://doi.org/10.1080/09654310120099254
  23. LAMBSON, V. E. 1991. Industry evolution with sunk costs and uncertain market conditions. International Journal of Industrial Organization, 9, 171-196. https://doi.org/10.1016/S0167-7187(05)80001-3
  24. LUNDVALL, B. A. 2007. National Innovation Systems-Analytical Concept and Development Tool. Industry and Innovation, 14, 95-119. https://doi.org/10.1080/13662710601130863
  25. LYNN, L. H., MOHAN REDDY, N. & ARAM, J. D. 1996. Linking technology and institutions: the innovation community framework. Research policy, 25, 91-106.
  26. MALERBA, F., NELSON, R., ORSENIGO, L. & WINTER, S. 1999. 'History-friendly' models of industry evolution: the computer industry. Industrial and Corporate Change, 8, 3-40. https://doi.org/10.1093/icc/8.1.3
  27. MEADOWS, D. H. 1999. Leverage points, Places to Intervene in a System. Hartland, Vermont, USA:: The Sustainability Institute.
  28. MEADOWS, D. H. 2008. Thinking in systems: A primer, Chelsea Green Publishing.
  29. PATIBANDLA, M. & PETERSEN, B. 2002. Role of Transnational Corporations in the Evolution of a High-Tech Industry: The Case of India's Software Industry. World Development, 30, 1561-1577. https://doi.org/10.1016/S0305-750X(02)00060-8
  30. PEICHI, C. 2008. New Media for Social Change: Globalisation and the Online Gaming Industries of South Korea and Singapore. Science Technology & Society, 13, 303-323. https://doi.org/10.1177/097172180801300207
  31. REDDY, N. M., ARAM, J. D. & LYNN, L. H. 1991. The institutional domain of technology diffusion. Journal of Product Innovation Management, 8, 295-304. https://doi.org/10.1016/0737-6782(91)90050-9
  32. SEVERIN, W. J. & TANKARD, J. W. 1988. Introduction. In: SEVERIN, W. J. & TANKARD, J. W. (eds.) Communication theories: Origins, methods, uses. Second ed. N.Y. : Longman New York.
  33. SHIM, D. 2006. Hybridity and the rise of Korean popular culture in Asia. Media, Culture & Society, 28, 25-44. https://doi.org/10.1177/0163443706059278
  34. SMITH, D. A. & WHITE, D. R. 1992. Structure and Dynamics of the Global Economy: Network Analysis of International Trade 1965-1980. Social Forces, 70, 857-893. https://doi.org/10.1093/sf/70.4.857
  35. STIEGLITZ, N. 2003. Digital dynamics and types of industry convergence: the evolution of the handheld computers market. The industrial dynamics of the new digital economy, 179-208.
  36. SUAREZ, F. F. 2004. Battles for technological dominance: an integrative framework. Research Policy, 33, 271-286. https://doi.org/10.1016/j.respol.2003.07.001
  37. SWATMAN, P. M., KRUEGER, C. & VAN DER BEEK, K. 2006. The changing digital content landscape: An evaluation of e-business model development in European online news and music. Internet Research, 16, 53-80. https://doi.org/10.1108/10662240610642541
  38. TAYLOR, T. 2012. Raising the Stakes: E-sports and the Professionalization of Computer Gaming, MIT Press.
  39. TAYLOR, T. L. 2006. Play Between Worlds : Exploring Online Game Culture, {The MIT Press}.
  40. UTTERBACK, J. M. & ABERNATHY, W. J. 1975. A dynamic model of process and product innovation. Omega, 3, 639-656. https://doi.org/10.1016/0305-0483(75)90068-7
  41. UTTERBACK, J. M. & SUAREZ, F. F. 1993. Innovation, competition, and industry structure. Research policy, 22, 1-21. https://doi.org/10.1016/0048-7333(93)90030-L
  42. UTTERBACK, J. M. & SUAREZ, F. F. 1993. Innovation, competition, and industry structure. Research Policy, 22, 1-21. https://doi.org/10.1016/0048-7333(93)90030-L
  43. VAN DE VEN, A. H. 1993. A community perspective on the emergence of innovations. Journal of Engineering and Technology Management, 10, 23-51. https://doi.org/10.1016/0923-4748(93)90057-P
  44. VAN DE VEN, A. H. & GARUD, R. 1987. A framework for understanding the emergence of new industries, Strategic Management Research Center, University of Minnesota.