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dc.contributor.advisorJames M. Utterback.en_US
dc.contributor.authorChow, Samuel Wen_US
dc.contributor.otherMassachusetts Institute of Technology. Technology and Policy Program.en_US
dc.date.accessioned2008-09-03T15:29:43Z
dc.date.available2008-09-03T15:29:43Z
dc.date.copyright2007en_US
dc.date.issued2007en_US
dc.identifier.urihttp://hdl.handle.net/1721.1/42380
dc.descriptionThesis (S.M.)--Massachusetts Institute of Technology, System Design and Management Program; and, (S.M.)--Massachusetts Institute of Technology, Engineering Systems Division, Technology and Policy Program, 2007.en_US
dc.descriptionIncludes bibliographical references (p. 121-125).en_US
dc.description.abstractSeveral generations of video game consoles have competed in the market since 1972. Overall, the entire market shares many similar characteristics, such as network effects and switching cost, which are found in other network-based markets. However, on closer examination, the video game console industry experienced several generations of technological change with each generation bringing a different competitive environment and different set of competitors from the previous one. Consistent with the Schumpeterian market model, both new and later entrants have competed successfully with their strong portfolios of technological innovations. Yet, some firms with dominant market position and strong complementary assets were not able to extend their advantage to the next generation. The dynamic cause and effect relationships associated with the multi-generation video game console industry makes an intriguing subject for economic research. This thesis provides a conceptual framework for analyzing the elements and dynamics of the competitive video game console market. Using qualitative findings and empirical data found in recent research literature on market competition and innovation, a historical analysis of the video game console market was performed. In addition, a system dynamics model was created to validate and support the analysis of the industry. The results from the simulation of the model under various competitive scenarios not only confirm some of the findings from established studies done in this area but also provide us with new qualitative insights into the dynamics operating in the market.en_US
dc.description.statementofresponsibilityby Samuel W. Chow.en_US
dc.format.extent125 p.en_US
dc.language.isoengen_US
dc.publisherMassachusetts Institute of Technologyen_US
dc.rightsM.I.T. theses are protected by copyright. They may be viewed from this source for any purpose, but reproduction or distribution in any format is prohibited without written permission. See provided URL for inquiries about permission.en_US
dc.rights.urihttp://dspace.mit.edu/handle/1721.1/7582en_US
dc.subjectSystem Design and Management Program.en_US
dc.subjectTechnology and Policy Program.en_US
dc.titleCan Nintendo get its crown back? : examining the dynamics of the U.S. video game console marketen_US
dc.typeThesisen_US
dc.description.degreeS.M.en_US
dc.contributor.departmentSystem Design and Management Program.en_US
dc.contributor.departmentMassachusetts Institute of Technology. Engineering Systems Division
dc.contributor.departmentTechnology and Policy Program
dc.identifier.oclc234436386en_US


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