de Recherche et d’Innovation
en Cybersécurité et Société
Roy, F. Le; Robert, F.; Hamouti, R.
Vertical vs horizontal coopetition and the market performance of product innovation: An empirical study of the video game industry Article de journal
Dans: Technovation, vol. 112, 2022, ISSN: 01664972, (Publisher: Elsevier Ltd).
Résumé | Liens | BibTeX | Étiquettes: Co-opetition, Commerce, Horizontal coopetition, Human computer interaction, Incremental innovation, Interactive computer graphics, Market performance, Product innovation, Radical innovation, Vertical coopetition, Video game industry, Video-games
@article{le_roy_vertical_2022,
title = {Vertical vs horizontal coopetition and the market performance of product innovation: An empirical study of the video game industry},
author = {F. Le Roy and F. Robert and R. Hamouti},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85118828275&doi=10.1016%2fj.technovation.2021.102411&partnerID=40&md5=f455c23f06fdd531e405382ddfdd7efd},
doi = {10.1016/j.technovation.2021.102411},
issn = {01664972},
year = {2022},
date = {2022-01-01},
journal = {Technovation},
volume = {112},
abstract = {The aim of this research is to study the impact of coopetition on the market performance of product innovation. Previous research suggests, on the one hand, that coopetition is a powerful strategy for innovation but, on the other hand, that coopetition creates opportunism risk. Therefore, the impact of coopetition on innovation depends on external and internal conditions. This impact also differs according to the radicalness of the focal innovation. Past studies have identified many different factors that influence the impact of coopetition on innovation. However, they have not taken into account the different types of coopetition. To fill this gap, here, 1) we introduce a key distinction between the two main types of coopetition, i.e., vertical vs horizontal coopetition and 2) we distinguish between the impacts of these two types of coopetition on the market performance of two types of innovation, i.e., incremental vs radical innovation. We build a set of four hypotheses and test them on a sample of 763 new products in the video game industry. The results show that 1) horizontal coopetition has a positive impact on the market performance of radical and incremental innovation, 2) horizontal coopetition has a greater impact on the market performance of radical innovation 3) vertical coopetition has no impact on the market performance of innovation, and 4) the null impact of vertical coopetition is true for both radical and incremental innovation. © 2021},
note = {Publisher: Elsevier Ltd},
keywords = {Co-opetition, Commerce, Horizontal coopetition, Human computer interaction, Incremental innovation, Interactive computer graphics, Market performance, Product innovation, Radical innovation, Vertical coopetition, Video game industry, Video-games},
pubstate = {published},
tppubtype = {article}
}
Hamouti, R.
ALONE or in COOPERATION: WHAT IS the BEST STRATEGY for the PERFORMANCE of RADICAL PRODUCT INNOVATION in the VIDEO GAME INDUSTRY? Article de journal
Dans: International Journal of Innovation Management, vol. 25, no. 9, 2021, ISSN: 13639196 (ISSN), (Publisher: World Scientific).
Résumé | Liens | BibTeX | Étiquettes: Cooperation with non-rivals, coopetition, individual strategy, Performance, Radical innovation, video game
@article{hamouti_alone_2021,
title = {ALONE or in COOPERATION: WHAT IS the BEST STRATEGY for the PERFORMANCE of RADICAL PRODUCT INNOVATION in the VIDEO GAME INDUSTRY?},
author = {R. Hamouti},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85120833529&doi=10.1142%2fS1363919621501000&partnerID=40&md5=01c85e1f5fb2675cc44f18e1c7dc28cd},
doi = {10.1142/S1363919621501000},
issn = {13639196 (ISSN)},
year = {2021},
date = {2021-01-01},
journal = {International Journal of Innovation Management},
volume = {25},
number = {9},
abstract = {The aim of this research is to study the impact of inter-organisational strategies on performance of radical product innovation. We distinguish three kinds of strategies: (1) individual strategy, (2) cooperation with non-rivals strategy, and (3) coopetition strategy. We study innovation at the product level, and we analyse the market performance. We develop and test the hypotheses comparing the effects of these three strategies on the market performance of radical product innovation. An empirical research is carried out to study the video game publishing industry. We perform a quantitative analysis on a sample of 100 video games that involve radical innovations, identified among 822 video games launched between 2006 and 2011. The main results show that coopetition is the most fruitful strategy for developing a radical innovation. In this process, a direct competitor becomes the best and the most viable partner for that type of innovation. © 2021 World Scientific Publishing Europe Ltd.},
note = {Publisher: World Scientific},
keywords = {Cooperation with non-rivals, coopetition, individual strategy, Performance, Radical innovation, video game},
pubstate = {published},
tppubtype = {article}
}
Hamouti, R.; Robert, F.; Roy, F. Le
Dans: Innovations, vol. 43, no. 1, p. 135–161, 2014, ISSN: 12674982, (Publisher: Boeck Universite).
Résumé | Liens | BibTeX | Étiquettes:
@article{hamouti_individual_2014,
title = {Individual strategy, vertical cooperation or coopetition strategy: What is the best strategy for innovation product? [Stratégie individuelle, stratégie de coopération verticale ou stratégie de coopétition. Quelle est la meilleure stratégie pour l'innovation produit ?]},
author = {R. Hamouti and F. Robert and F. Le Roy},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-84900795311&doi=10.3917%2finno.043.0135&partnerID=40&md5=b48a03033fb02dc9857a5a49e99c00ca},
doi = {10.3917/inno.043.0135},
issn = {12674982},
year = {2014},
date = {2014-01-01},
journal = {Innovations},
volume = {43},
number = {1},
pages = {135–161},
abstract = {This research aims at studying the impact of individual strategies, vertical collaboration and coopetition strategies on product innovation. The empirical study focuses on the video game industry and, more particularly on the strategies adopted by publishers to develop innovative products. This research implemented a mixed study: a qualitative review complemented by a quantitative study using a regression model PLS 2 (Partial Least Squares). Our findings show that 1) individual strategy has an impact on the radical and incremental product innovation 2) vertical collaboration influences incremental product innovation 3) coopetition strategy has an bearing on radical product innovation. © De Boeck Supérieur.},
note = {Publisher: Boeck Universite},
keywords = {},
pubstate = {published},
tppubtype = {article}
}