Edited by Jon Sundbo and Flemming Sørensen
Chapter 21: Unpacking the spatial organization of the US videogames industry: lessons for research on experience industry clusters
Jan Vang and Ted Tschang
The aim of this chapter is to analyse what shapes the spatial organization of the US videogames industry and identify implications for the to date dominant research on creative industry clusters. Development of creative industry clusters constitutes one of the most important ingredients in economic development policies for countries aiming to play a significant role in the new experience economy. There are numerous competing conceptualizations of what constitutes the experience economy, ranging from post-Marxist interpretations (Lash and Urry, 1994) over managerial definitions (for example, Pine and Gilmore, 1999) to more analytical attempts at understanding how the idea of the experience economy interacts with ideas about creative industries and/or cultural industries in different places (Cunningham, 2002; see Cooke, Chapter 20, this volume for an elaborate discussion of different perspectives on the experience economy). Across perspectives it is reasonably fair to say that the core of the experience economy is constituted by cultural or creative industries (but also covers reinventing traditional industries from focusing on their product to the total consumption experience). Seen in this perspective, this study is highly relevant as the US videogames industry revenue matches the US film industry’s (or Hollywood’s) box office returns. It is thereby one of the most important pillars of the experience economy.
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