In this new paper co-authored with Roman Martin and James McKeever we investigated how the hybrid character of the video game industry – with strong symbolic cultural roots but also a significant global engagement – affected the geography of innovation networks. Our data shows that firms in the video game industry use both regional and global networks to access knowledge but for different purposes and through different mechanisms. It also shows that not all variance in network engagement can be explained by differences in industrial knowledge bases or regional innovation systems. In contrast, the target market and the nature and geography of demand are important explanatory factors.
The paper is published as open access and can be downloaded from here.