A Walkthrough of the Canadian Video Game Industry: An Economic Geography Perspective on the Digital Entertainment Frontier

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A Walkthrough of the Canadian Video Game Industry: An Economic Geography Perspective on the Digital Entertainment Frontier, Is A Well-Researched Topic, It Is To Be Used As A Guide Or Framework For Your Research.

Abstract

The video game industry has been examined since the 1970’s, yet individual country analysis from an economic geography perspective has been lacking. It is the contribution of this dissertation to utilize the agglomeration economy and location theory literature in its application to the Canadian video game industry.

To understand this industry kernel density maps, standard deviational ellipses, and mapping processes were used to illustrate the dispersion and clustering patterns of studios in Canada. In addition, a Poisson regression was performed using count data of the number of video game firms in census metropolitan areas. The resulting data displayed strong clustering in the major trade cities of Vancouver, Toronto, and Montreal, with the Poisson regression showing a positive relationship between the two variables, population and number of video game studios.
The interview data revealed that this is influenced by a mix of urban hierarchy and financial aid. These two go hand in hand as often these areas with the highest population and therefore the greatest number of video game studios, have the most opportunities for this aid. Interviews also revealed the additional element of networking. While this is somewhat limited in some given locations, there are more instances of open communication in the smaller scale operations between developers.

The growth of the video game industry relies heavily on the branch economy that has developed overtime. While it is possible to apply the initial growth of the industry in Canada to the economic geography literature, this is reduced to initial stages of development and labour pools.

Table of Contents

Abstract ………………………………………………………………………………………………………………. ii
Summary for Lay Audience ………………………………………………………………………………….. iii
Acknowledgments……………………………………………………………………………………………….. iv
Table of Contents …………………………………………………………………………………………………. v
List of Tables …………………………………………………………………………………………………….. vii
List of Appendices …………………………………………………………………………………………….. viii
1 Introduction …………………………………………………………………………………………………….. 1
1.1 Contextualizing the Video Game Industry ……………………………………………………. 3
2 Location Theories and Agglomeration Economies ……………………………………………….. 7
2.1 Early Concepts and Locational Interdependence ……………………………………………. 8
2.2 Of Industries and Agglomeration ……………………………………………………………….. 16
2.3 Spatial Interaction ……………………………………………………………………………………. 32
2.4 Notes on Theories ……………………………………………………………………………………. 35
3 Methods ………………………………………………………………………………………………………… 38
3.1 GIS Processes………………………………………………………………………………………….. 39
3.2 Semi-Structured Interviews ………………………………………………………………………. 43
4 Results ………………………………………………………………………………………………………….. 46
4.1 Quantitative: Maps and a few things to note about the maps …………………………. 46
4.2 Nearest Neighbour Analysis ……………………………………………………………………… 49
4.3 Poisson Regression Analysis …………………………………………………………………….. 50
4.4 Interviewee Results ………………………………………………………………………………….. 52
5 Discussion …………………………………………………………………………………………………….. 73
5.1 What does the Canadian video game industry look like? ………………………………. 73
5.2 Branches, AAA, and the work of Sonn and Lee …………………………………………… 82
5.3 Old and new industries……………………………………………………………………………… 94

5.4 An Observation ……………………………………………………………………………………… 101
6 Conclusion ………………………………………………………………………………………………….. 105
6.1 The Canadian Video Game Industry, Synthesis of Findings ………………………… 105
6.2 Final Thoughts and Future Research Opportunities ……………………………………. 109
7 References …………………………………………………………………………………………………… 110
8 Appendix …………………………………………………………………………………………………….. 119
9 Curriculum Vitae ………………………………………………………………………………………….. 132

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Additional information

Author

Grant L. Morin

No of Chapters

9

No of Pages

`140

Reference

YES

Format

PDF

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