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Sökning: WFRF:(Ernkvist Mirko)

  • Resultat 1-10 av 29
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1.
  • Cheung, Zeerim, et al. (författare)
  • Environment Effects in Organizational Form Emergence : The Origin of Two For-Profit Stock Exchanges
  • 2017
  • Konferensbidrag (refereegranskat)abstract
    • This study sets out to advance our understanding on how organization environments induce highly embedded actors to take up new organizational forms. We conduct comparative historical study of two stock exchanges, Stockholm and Helsinki stock exchange, that became first and second in the world to take up the for-profit organizational model in 1993 and 1995 respectively. We use a large set of digitized archival data from the two settings to analyse organization environment incidents that developed in the two local settings and the organizational activities of the two stock exchanges. We found that external effects were moderated by local effects inducing organizational misfit to accumulate. Most interestingly we found that these environment-organization effects were exacerbated by peer interaction, joint exploratory work for a joint Nordic exchange, cross listings by firms, brokers starting operating at both stock exchanges, and regulatory harmonization work. This peer interaction induced analog competition and convergent guidelines for the new organizational form. Our contribution is to provide a nested model of environment effects on organization emergence and expose peer effects as previously unrecognized organization environment effects.
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  • Eriksson, Klas, et al. (författare)
  • A revised perspective on innovation policy for renewal of mature economies – Historical evidence from finance and telecommunications in Sweden 1980–1990
  • 2019
  • Ingår i: Technological forecasting & social change. - : Elsevier. - 0040-1625 .- 1873-5509. ; 147, s. 152-162
  • Tidskriftsartikel (refereegranskat)abstract
    • What is the role of innovation policy for accomplishing renewal of mature industries in Western economies? Drawing upon an unusually rich dataset spanning 9752 digitized archival documents, we categorize and code decisions taken by policymakers on several levels while also mapping and quantifying the strategic activities of both entrant firms and incumbent monopolists over a decade. Our data concerns two empirical cases from Sweden during the time period 1980–1990: the financial sector and the telecommunications sector. In both industries, a combination of technological and institutional upheaval came into motion during this time period which in turn fueled the revitalization of the Swedish economy in the subsequent decades. Our findings show that Swedish policymakers in both cases consistently acted in order to promote the emergence of more competition and de novo entrant firms at the expense of established monopolies. The paper quantifies and documents this process while also highlighting several enabling conditions. In conclusion, the results indicate that successful innovation policy in mature economies is largely a matter of strategically dealing with resourceful vested interest groups, alignment of expectations, and removing resistance to industrial renewal. 
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3.
  • Ernkvist, Mirko, 1980 (författare)
  • Creating Player Appeal. Management of Technological Innovation and Changing Pattern of Industrial Leadership in the U.S. Gaming Machine Manufacturing industry, 1965-2005
  • 2009
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • The gaming machine market has been growing rapidly in the U.S. for the last three decades, following a period of deregulation and an increasing share of gaming machines on casino floors. Gaming machines themselves have undergone major innovations largely made possible by the shift from electromechanical to digital technology during the second half of the 1970s and the 1980s. These innovations have expanded the gaming machine market from one consisting of electromechanical spinning-reel machines to a more heterogeneous market in which video-poker, WAP-games, video-reel machines and digital spinning-reel machines compete. Bally Manufacturing from Illinois was the dominant U.S. manufacturer of spinning-reel machines with over 4/5 of the domestic market until the beginning of the 1980s. However, the late 1970s saw the advent of a new company, IGT, which soon became the entrepreneurial firm in the new market segment for video-poker and WAP-games, subsequently also capturing the digital spinning-reel machine market. Creating Player Appeal is the first business history of the U.S. gaming machine manufacturing industry covering the period 1965-2005. The general aim of this investigation is to study the management of technological innovation in the U.S. gaming machine manufacturing industry in an effort to explain the changing pattern of industrial leadership that took place during the period. Suggesting that management of technological innovation has been central for the long-term competitiveness of U.S. gaming machine manufacturers, this thesis analyzes how the shift to digital technology has changed the conditions for the management of technological innovation. Each major technological innovation in the U.S. gaming machine industry during the period is studied. The investigation identifies the player appeal of a gaming machine as the most important factor of its market competitiveness. The shift to digital technology in the industry has enabled new innovative opportunities to introduce the player-appealing performance attributes of gaming machines in an increasingly heterogeneous market. Applying theories from the management of technological innovation, the empirical findings suggest that the shift to digital technology made it difficult for the incumbent firm, Bally, to deal with the disruptive nature of the video-poker innovation and to revisit established cognitive views of what constitutes the player appeal of gaming machines. An analysis of the specific entrepreneurial conditions for IGT’s growth, following the new innovative opportunities of digital technology, indicates that the ex-ante uncertainties and complexity of player-appealing design have been the most difficult aspects of the management of technological innovation for incumbent gaming machine manufacturers.
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  • Ernkvist, Mirko, 1980 (författare)
  • Down many times, but still playing the game: Creative destruction and industry crashes in the early video game industry 1970-1986
  • 2006
  • Ingår i: XIV International Economic History Congress, Helsinki 2006, Session 45.
  • Konferensbidrag (övrigt vetenskapligt/konstnärligt)abstract
    • The early, formative years of many industries is often wrapped in a mist of mystery in which meagre information and highly exaggerated stories give ways for historically grounded accounts of industry dynamics. That has also been the case for the video game industry in which many, often contradictory factors has been put forward as explanations of what many regards is the most extraordinary event in the history of video games, the 1983 crash. The event forced a majority of the U.S. video game companies out of business and was accompanied by a subsequent change of industrial leadership from the U.S. to Japan. In the U.S. and Europe the event is usually referred to as “the 1983 video game crash’ or simply “the video game crash’, while in Japan it is referred to as “the Atari shock’ (a name that emphasise the unexpectedness of the event and the downfall of the dominating video game company of that time). In general, seven explanations of the crash has been out forward. Early explanations that emphasized that the 1983 video game crash was the result of (1) the end of a teenage-fad (Friedrich 1983) where accompanied by explanations that highlighted (2) the mismanagement of a single firm, Atari (Cohen 1984), (3) the social critique that video games as a medium received (Williams 2004), (4) overproduction of the number of games produced and price competition (Cambell-Kelly 2003), (5) the market failure of some notable major games (Kent 2001) , (6) saturation of the market for home console systems (Cambell-Kelly 2003) and (7) the introduction of a new platform for playing games, the home computer (Cambell-Kelly 2003, Herman 2001). Some of these explanations do not exclude each other and they are referred to in the literature without any further, exhaustive explanation and little empirical research of the events that lead to the crash. Despite the familiarity of the 1983 crash, no study has elaborated further on the fact that crashes and shake outs was a recurrent structural phenomena of the video game industry during its first 15 years with a number of severe crashes or major firm shake outs occurring in every game platform after short periods of high growth. Subsequently, from the end of the 1980s and onward, the video game industry entered a relatively more stable period without the same turbulence on an aggregated level as before. This paper reassess existing explanations of the 1983 crash and instead gives a consistent structural explanation of the turbulence that characterized the first 15 years of the video game industry, arguing that all early crashes and shake outs shared similar structural characteristics. Without such an explanation, detached and limited explanations of the dynamics (such as those seven mentioned above) will be nothing more than just the icing of the cake
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6.
  • Ernkvist, Mirko, et al. (författare)
  • Enmeshed in Games with the Government : Governmental Policies and the Development of the Chinese Online Game Industry
  • 2008
  • Ingår i: Games and Culture. - : SAGE Publications. - 1555-4120 .- 1555-4139. ; 3, s. 98-126
  • Tidskriftsartikel (refereegranskat)abstract
    • The policies and regulations of governments affect the online game industry in a variety of ways, especially in countries with extensive state involvement and a low degree of transparency in the economy. This article examines the influence of governmental policies on the development and operation of online games in China. The stance of the Chinese Communist Party (CCP) toward online games has been influenced by three aspects of state policy: (a) information control, (b) technonationalism, and (c) social fears/pragmatic nationalism. CCP's specific policies toward the online game industry were put forward by CCP ministries and the Communist Youth League of China (CYLC) as a response to the economic potential and increasing influence of the rapidly growing online game industry in China. The interaction of these different policy fields has had complementary and contradictory elements shaping their implementation.
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10.
  • Ernkvist, Mirko, 1980- (författare)
  • Svensk dataspelsutveckling, 1960–1995 : Transkript av ett vittnesseminarium vid Tekniska museet i Stockholm den 12 december 2007
  • 2008
  • Rapport (övrigt vetenskapligt/konstnärligt)abstract
    •  The witness seminar ”Svensk dataspelsutveckling, 1960–1995” was held at Tekniska museet [the National Museum of Science and Technology] in Stockholm on December 12, 2007 and was led by Mirko Ernkvist. The participants were Swedes that had been involved in the development of computer games during this period. The development process of several pioneering computer games were discussed from the perspective of the developers themselves. These games included: a demonstration game on the Saab manufactured computer D2 (1960–61), Stugan (1978), Space Action (1983), Fairlight (1985), Time Zero (1985), several games by Team17 (1990–) and Backpacker (1995). Computer game development efforts were initiated early in the Swedish history of computing, even by international comparisons. The first known Swedish game with moving graphics was a demonstration game for D2 displayed on an oscilloscope from the early 1960s. When computers became more widespread among Swedish universities, game development efforts soon followed. The first Swedish adventure game, “Stugan” was released in 1978 on the computers at Stockholm Datacentral, QZ. Subsequently, the introduction of home computers in Sweden in the early 1980s enabled more widespread Swedish game development efforts. Many Swedish game developers from this time were self-learned, but several were also involved in some of the computer groups that emerged during this time. These groups cracked, compressed, modified and traded computer games and created demos. The cracker and demo culture of the 1980s provided an environment of learning, socialization, and competition for many Swedish game developers. England that had a more established computer game industry during the 1980s provided opportunities for some of the Swedish game developers. The game “Fairlight” by a Swedish developer was published by an English game company and another Swedish game developer was one of the founders of the English game company Team17. Other Swedish game development projects discussed such as “Space Action”, “Time Zero” and “Backpacker” had Swedish companies as publishers.
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