Revista: | Journal of technology management & innovation |
Base de datos: | CLASE |
Número de sistema: | 000337282 |
ISSN: | 0718-2724 |
Autores: | Zawislak, Paulo Antonio1 Larentis, Fabiano1 Machado, Cassio B1 Andrade, Alexandre1 |
Instituciones: | 1Universidade Federal do Rio Grande do Sul, Escola de Administracao, Porto Alegre, Rio Grande do Sul. Brasil |
Año: | 2009 |
Volumen: | 4 |
Número: | 4 |
Paginación: | 69-81 |
País: | Chile |
Idioma: | Inglés |
Tipo de documento: | Artículo |
Enfoque: | Analítico, descriptivo |
Resumen en inglés | From the major assumptions proposed by the Theory of the Firm, it is possible to understand the firm as the primary site for innovation. Innovation efforts are justified by the vital need of any firm to generate enough solutions to be validated in the market. All along the market validation process, one can identify the life cycle of the innovation, easily represented by an “S-curve”. Whether due to the new solution’s success in terms of sales, market share or technological improvements, there is a sequence of stages that are, invariably, repeated in all technologies: startup, development and maturity. This paper presents, based on an S-curve model for innovation expectation and potential, the analysis of the major players (Nintendo, Sony and Microsoft) actions´ in the Japanese videogame console market. The most interesting findings are that firms launch new products somewhere just before the inflexion point of the previous S-curve, and stress the life cycle of each on-going technology by keeping, simultaneously, different versions of the consoles |
Disciplinas: | Administración y contaduría |
Palabras clave: | Administración de instituciones, Empresas, Japón, Innovación tecnológica, Videojuegos, Desempeño empresarial, Toma de decisiones, Cultura empresarial |
Texto completo: | Texto completo (Ver HTML) |