{"created":"2021-03-01T07:02:53.618964+00:00","id":42938,"links":{},"metadata":{"_buckets":{"deposit":"d9e93c7f-daa9-421e-a385-4eb3eda8bf8d"},"_deposit":{"id":"42938","owners":[],"pid":{"revision_id":0,"type":"depid","value":"42938"},"status":"published"},"_oai":{"id":"oai:repository.dl.itc.u-tokyo.ac.jp:00042938","sets":["62:7433:7437","9:7435:7436"]},"item_8_alternative_title_1":{"attribute_name":"その他のタイトル","attribute_value_mlt":[{"subitem_alternative_title":"Organizational Type and Performance in Japanese Video Game Industries : A Comparison of Integrated Firms and Publisher Firms"}]},"item_8_biblio_info_7":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicIssueDates":{"bibliographicIssueDate":"2001-07","bibliographicIssueDateType":"Issued"},"bibliographicVolumeNumber":"CJ-59","bibliographic_titles":[{"bibliographic_title":"Discussion paper series. CIRJE-J"}]}]},"item_8_description_13":{"attribute_name":"フォーマット","attribute_value_mlt":[{"subitem_description":"application/pdf","subitem_description_type":"Other"}]},"item_8_description_5":{"attribute_name":"抄録","attribute_value_mlt":[{"subitem_description":"情報化の進展にともない、企業組織はどのように変わるだろうか。この問いへの答えの一助になるべく、本稿ではビデオゲーム産業をとりあげ、その企業組織を調査・分析した。調査によれば、ゲームソフト産業では、日本的な特徴をもつ「抱え込み型企業」と非日本的な特徴をもつ「外部活用型企業」とが混在し、両者とも成功している。その理由は、ゲームソフトにはテクノロジー主導の製造業的な側面とコンセプト主導の芸術作品的側面とがあるからである。実証分析の結果、技術主導ゲームでは、開発者を内部に抱え込み、開発経験を蓄積する抱え込み型企業の成果が高い。一方、コンセプト主導ゲームでは、開発者を内部に抱え込んでも成果は向上しない。情報化によってもたらされる「情報」が技術・ノウハウに近い情報なのか、それともコンセプトやアイデアに近い情報なのかによって、企業組織に与える影響は異なると考えられる。","subitem_description_type":"Abstract"}]},"item_8_description_6":{"attribute_name":"内容記述","attribute_value_mlt":[{"subitem_description":"奥野正寛, 池田信夫編著. 情報化と経済システムの転換. 東洋経済新報社, 2001.","subitem_description_type":"Other"},{"subitem_description":"本文フィルはリンク先を参照のこと","subitem_description_type":"Other"}]},"item_8_full_name_3":{"attribute_name":"著者別名","attribute_value_mlt":[{"nameIdentifiers":[{"nameIdentifier":"98751","nameIdentifierScheme":"WEKO"}],"names":[{"name":"Tanaka, Tasuo"}]},{"nameIdentifiers":[{"nameIdentifier":"98752","nameIdentifierScheme":"WEKO"}],"names":[{"name":"Shintaku, Junjiro"}]}]},"item_8_publisher_20":{"attribute_name":"出版者","attribute_value_mlt":[{"subitem_publisher":"日本経済国際共同センター"}]},"item_8_relation_25":{"attribute_name":"関係URI","attribute_value_mlt":[{"subitem_relation_type_id":{"subitem_relation_type_id_text":"http://www.cirje.e.u-tokyo.ac.jp/research/dp/2001/2001cj59.pdf","subitem_relation_type_select":"URI"}}]},"item_8_source_id_10":{"attribute_name":"書誌レコードID","attribute_value_mlt":[{"subitem_source_identifier":"AA11451834","subitem_source_identifier_type":"NCID"}]},"item_8_subject_15":{"attribute_name":"日本十進分類法","attribute_value_mlt":[{"subitem_subject":"330","subitem_subject_scheme":"NDC"}]},"item_8_text_21":{"attribute_name":"出版者別名","attribute_value_mlt":[{"subitem_text_value":"Center for International Research on the Japanese Economy"}]},"item_8_text_4":{"attribute_name":"著者所属","attribute_value_mlt":[{"subitem_text_value":"慶応義塾大学経済学部"},{"subitem_text_value":"東京大学大学院経済学研究科"}]},"item_access_right":{"attribute_name":"アクセス権","attribute_value_mlt":[{"subitem_access_right":"metadata only access","subitem_access_right_uri":"http://purl.org/coar/access_right/c_14cb"}]},"item_creator":{"attribute_name":"著者","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"田中, 辰雄"}],"nameIdentifiers":[{"nameIdentifier":"98749","nameIdentifierScheme":"WEKO"}]},{"creatorNames":[{"creatorName":"新宅, 純二郎"}],"nameIdentifiers":[{"nameIdentifier":"98750","nameIdentifierScheme":"WEKO"}]}]},"item_language":{"attribute_name":"言語","attribute_value_mlt":[{"subitem_language":"jpn"}]},"item_resource_type":{"attribute_name":"資源タイプ","attribute_value_mlt":[{"resourcetype":"technical report","resourceuri":"http://purl.org/coar/resource_type/c_18gh"}]},"item_title":"ゲームソフト産業における企業組織と成果 : 抱え込み型と外部活用型の比較","item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"ゲームソフト産業における企業組織と成果 : 抱え込み型と外部活用型の比較"}]},"item_type_id":"8","owner":"1","path":["7436","7437"],"pubdate":{"attribute_name":"公開日","attribute_value":"2017-01-17"},"publish_date":"2017-01-17","publish_status":"0","recid":"42938","relation_version_is_last":true,"title":["ゲームソフト産業における企業組織と成果 : 抱え込み型と外部活用型の比較"],"weko_creator_id":"1","weko_shared_id":null},"updated":"2022-12-19T04:17:08.224924+00:00"}