Artigo Revisado por pares

The State and Industrial Evolution: The Development of the Game Industry in Japan and Korea

2005; Wiley; Volume: 20; Issue: 1 Linguagem: Inglês

10.1111/j.1976-5118.2005.tb00311.x

ISSN

1976-5118

Autores

Hidetaka Yoshimatsu,

Tópico(s)

Japanese History and Culture

Resumo

Pacific FocusVolume 20, Issue 1 p. 135-178 The State and Industrial Evolution: The Development of the Game Industry in Japan and Korea Hidetaka Yoshimatsu, Hidetaka YoshimatsuSearch for more papers by this author Hidetaka Yoshimatsu, Hidetaka YoshimatsuSearch for more papers by this author First published: 27 October 2008 https://doi.org/10.1111/j.1976-5118.2005.tb00311.xCitations: 5AboutPDF ToolsRequest permissionExport citationAdd to favoritesTrack citation ShareShare Give accessShare full text accessShare full-text accessPlease review our Terms and Conditions of Use and check box below to share full-text version of article.I have read and accept the Wiley Online Library Terms and Conditions of UseShareable LinkUse the link below to share a full-text version of this article with your friends and colleagues. Learn more.Copy URL Share a linkShare onEmailFacebookTwitterLinkedInRedditWechat Abstract This article examines the development of the game industry in Japan and South Korea with particular attention to the role of the government in fostering a creative industrial sector. Although the Japanese game industry achieved market-oriented growth until the 1990s, the government's involvement in the industry became salient after the new millennium. Games were positioned as main sources for creating internationally competitive media contents, and the government has provided environments where innovative companies and individuals can develop their skills and expertises and intensified the protection of intellectual property rights overseas. Unlike Japan, the development of the game industry was sustained by intensive government intervention in South Korea. The government changed the basic perception of the industry from a negative amusement industry to a positive cultural industry to be fostered for the new millennium. Then, the government set up an affiliated organisation that undertook a wide range of measures from technological upgrading, managerial and human resource development, global connections, and education. Thus, the Korean state still intends to foster a strategic industry but its manner of commitments became comprehensive and flexible. References Anchordoguy, Marie. Japan's Software Industry: A Failure of Institutions? Research Policy, 29 (2000), pp. 391–408. 10.1016/S0048-7333(99)00039-6 Web of Science®Google Scholar Aoyama, Yuko and Izushi Hiro. Hardware Gimmick or Cultural Innovation? Technological, Cultural, and Social Foundations of the Japanese Video Game Industry,” Research Policy, 32 (2003), pp. 423–444. 10.1016/S0048-7333(02)00016-1 Web of Science®Google Scholar Cerny, Philip G. 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