001443956 000__ 04590cam\a2200553Ii\4500 001443956 001__ 1443956 001443956 003__ OCoLC 001443956 005__ 20230310003644.0 001443956 006__ m\\\\\o\\d\\\\\\\\ 001443956 007__ cr\un\nnnunnun 001443956 008__ 220127s2022\\\\si\a\\\\ob\\\\001\0\eng\d 001443956 019__ $$a1293768561$$a1293847599$$a1295272668 001443956 020__ $$a9789811677434$$q(electronic bk.) 001443956 020__ $$a9811677433$$q(electronic bk.) 001443956 020__ $$z9789811677427 001443956 020__ $$z9811677425 001443956 0247_ $$a10.1007/978-981-16-7743-4$$2doi 001443956 035__ $$aSP(OCoLC)1293893278 001443956 040__ $$aYDX$$beng$$erda$$epn$$cYDX$$dGW5XE$$dEBLCP$$dN$T$$dAUD$$dOCLCO$$dOCLCF$$dUKAHL$$dOCLCQ$$dBRX$$dOCLCQ 001443956 043__ $$aa-ja--- 001443956 049__ $$aISEA 001443956 050_4 $$aHD9993.E453$$bJ3 2022 001443956 08204 $$a338.4/779480952$$223 001443956 1001_ $$aIkuine, Fumihiko,$$d1972-$$eauthor. 001443956 24514 $$aThe efficiency and creativity of product development :$$blessons from the game software industry in Japan /$$cFumihiko Ikuine. 001443956 264_1 $$aSingapore :$$bSpringer,$$c[2022] 001443956 264_4 $$c©2022 001443956 300__ $$a1 online resource :$$billustrations (chiefly color) 001443956 336__ $$atext$$btxt$$2rdacontent 001443956 337__ $$acomputer$$bc$$2rdamedia 001443956 338__ $$aonline resource$$bcr$$2rdacarrier 001443956 504__ $$aIncludes bibliographical references and indexes. 001443956 5050_ $$aCh1. A fundamental dilemma: efficiency versus creativity -- Ch2. Analytical framework and the research design: Innovation pattern and evolution of industry -- Ch3. The origins of the game software business in Japan: the movement till 1970 -- Ch4. Creating New Demand: the start-up of the new industry in early 1980s -- Ch5. The transition of the industry: the market expansion and establishment of major firms after 1980s -- Ch6. Decline in demand creation: the impasse of industry in late 1990s -- Ch7. The innovation pattern in the digital age: The lesson from the game software industry -- Ch8. The development productivity dilemma and its consequences -- Ch9. Conclusion. 001443956 506__ $$aAccess limited to authorized users. 001443956 520__ $$aThis is the first book that comprehensively describes the history of the game software industry in Japan. A major objective here is to identify the key determinants of the emergence of the business, the maturing of the market, and the changes brought about by innovations, based on the history of the Japanese industry. To date, similar books have focused only on particular topics of the game software industry, such as the success of Nintendo and Sony and the uniqueness of the Japanese industry. There are no books that interpret the development process of this industry from the point of view of innovation. To fully understand the business and derive insightful lessons from it, however, requires a careful and thorough examination of its development process. Currently, many companies aim to improve efficiency by using information and communications technology (ICT), but it is difficult to maintain a balance between the pursuit of efficiency and the encouragement of creativity. In the case of Japan's game software industry, firms have pursued higher efficiency in product development to build competitive advantage, resulting in a low rate of radical innovation and causing the slow growth of the industry. In certain situations, the development activities that target the creation of new products may, in themselves, hinder the creation of truly new products. This book conceptualizes this phenomenon as a "development productivity dilemma" and clarifies the mechanisms behind it. The dilemma, like the productivity dilemma in the manufacturing industry, evokes a certain innovation pattern and prevents potential growth. Understanding the lessons from the game software business presented in this book, managers, researchers, and policymakers can gain insight into the mechanisms leading to industrial maturity and clues to avoid the development productivity dilemma. 001443956 588__ $$aOnline resource; title from PDF title page (SpringerLink, viewed February 7, 2022). 001443956 650_0 $$aElectronic games industry$$zJapan. 001443956 650_0 $$aNew products$$xManagement. 001443956 650_0 $$aIndustrial efficiency$$zJapan. 001443956 650_6 $$aJeux électroniques$$xIndustrie$$zJapon. 001443956 650_6 $$aEfficience dans l'industrie$$zJapon. 001443956 655_0 $$aElectronic books. 001443956 77608 $$iPrint version:$$z9811677425$$z9789811677427$$w(OCoLC)1274199551 001443956 852__ $$bebk 001443956 85640 $$3Springer Nature$$uhttps://univsouthin.idm.oclc.org/login?url=https://link.springer.com/10.1007/978-981-16-7743-4$$zOnline Access$$91397441.1 001443956 909CO $$ooai:library.usi.edu:1443956$$pGLOBAL_SET 001443956 980__ $$aBIB 001443956 980__ $$aEBOOK 001443956 982__ $$aEbook 001443956 983__ $$aOnline 001443956 994__ $$a92$$bISE