The Efficiency and Creativity of Product Development: Lessons from the Game Software Industry in Japan
Intro -- Preface -- Acknowledgments -- Contents -- About the Author -- List of Figures -- List of Tables -- 1 A Fundamental Dilemma: Efficiency Versus Creativity -- 1.1 A Fundamental Dilemma: Efficiency Versus Creativity -- 1.2 Game Software as a Research Subject for Considering the Relationship Between Efficiency and Creativity -- 1.3 Objectives of the Study and Reasons for Selection of Cases -- 1.3.1 Reasons for Choosing Game Software as a Research Subject -- 1.3.2 Overview of the Game Software Business: The Emergence of the Console Game Software Business and its Industrial Structure -- 1.3.3 Product Characteristics of Game Software -- 1.3.4 Game Software Development Activities -- 1.3.5 Characteristics of Game Software Development Activities -- 1.4 Aims and Messages of This Book -- 1.5 Structure of This Book -- References -- 2 Literature Review: Innovation Patterns and Evolution of the Industry -- 2.1 Literature Review of the Innovation Research -- 2.1.1 Changes in Innovation Over Time -- 2.1.2 Existing Research on the Impact of Complementary goods -- 2.1.3 Problems Left by Existing Research on Innovation Patterns -- 2.2 Literature Review of the Game Studies -- 2.3 Positioning of This Book -- References -- 3 Analytical Framework and Research Design: Definition of Innovations, Types of Innovations and the Methods of Empirical Research -- 3.1 Definition of Innovation in Game Software -- 3.2 Categories of Innovation -- 3.2.1 Two Types of Innovation in Game Software -- 3.2.2 Measuring Innovation: Product Classification Axis and Operational Definition -- 3.3 Analytical Framework -- 3.3.1 The Analytical Framework of This Study -- 3.3.2 A Framework for Analyzing Innovation Patterns in the Game Software Industry -- 3.3.3 Foresight on Innovation in Game Software -- 3.4 Data to Be Used for Analysis -- 3.4.1 Unit of Analysis for This Study.