Knowledge map of the virtual economy: Converting the virtual economy into development potential V Lehdonvirta, M Ernkvist World Bank, 2011 | 128 | 2011 |
Enmeshed in games with the government: Governmental policies and the development of the Chinese online game industry M Ernkvist, P Ström Games and Culture 3 (1), 98-126, 2008 | 97 | 2008 |
Down many times, but still playing the game: Creative destruction and industry crashes in the early video game industry 1971-1986 M Ernkvist Södertörns högskola, 2008 | 82 | 2008 |
Converting the virtual economy into development potential: Knowledge map of the virtual economy V Lehdonvirta, M Ernkvist InfoDev/World Bank White Paper 1, 5-17, 2011 | 74 | 2011 |
The double knot of technology and business-model innovation in the era of ferment of digital exchanges: The case of OM, a pioneer in electronic options exchanges M Ernkvist Technological Forecasting and Social Change 99, 285-299, 2015 | 57 | 2015 |
A revised perspective on innovation policy for renewal of mature economies–Historical evidence from finance and telecommunications in Sweden 1980–1990 K Eriksson, M Ernkvist, C Laurell, J Moodysson, R Nykvist, C Sandström Technological Forecasting and Social Change 147, 152-162, 2019 | 26 | 2019 |
Product and Service Interaction in the Chinese Online Game Industry. P Ström, M Ernkvist Technology Innovation Management Review, 2014 | 24 | 2014 |
Differentiation in digital creative industry cluster dynamics: the growth and decline of the Japanese video game software industry M Ernkvist, P Ström Geografiska Annaler: Series B, Human Geography 100 (3), 263-286, 2018 | 23 | 2018 |
Internationalisation of the Korean online game industry: Exemplified through the case of NCsoft P Ström, M Ernkvist International Journal of Technology and Globalisation 6 (4), 312-334, 2012 | 20 | 2012 |
Wherever hardware, there’ll be games: The evolution of hardware and shifting industrial leadership in the gaming industry J Jörnmark, AS Axelsson, M Ernkvist Proceedings of DiGRA 2005 Conference: Changing Views: Worlds in Play, 2005 | 14 | 2005 |
Creating Player Appeal. Management of Technological Innovation and Changing Pattern of Industrial Leadership in the US Gaming Machine Manufacturing industry, 1965-2005 M Ernkvist | 12 | 2009 |
Converting the virtual economy into development potential: Knowledge map of the virtual economy. Washington, DC; infoDev/World Bank V Lehdonvirta, M Ernkvist | 11 | 2013 |
Creating player appeal M Ernkvist Management of Technological innovation and, 2009 | 8 | 2009 |
Console hardware: The development of Nintendo Wii E Mirko The Video Game Industry, 157-178, 2012 | 7 | 2012 |
The asian on-line game wave-Changin regional competition in the field of digital cultural industries P Ström, M Ernkvist Cultural space and public sphere in Asia-An international conference, Seoul …, 2006 | 7 | 2006 |
The role of dual institutional-and technological entrepreneurship in the formation of the Japanese social-game industry M Ernkvist Global game industries and cultural policy, 91-124, 2016 | 6 | 2016 |
Towards an integrative digital history approach in organization studies R Gustafsson, M Ernkvist, C Sandström, E Lakomaa, R Nykvist, Z Cheung Academy of Management Proceedings 2016 (1), 18182, 2016 | 4 | 2016 |
Velocity shifts in the creative economy: incumbent-entrant dynamics in the emergence of Japanese social games M Ernkvist Ratio Working Papers,(267). The Ratio Institute, 2015 | 4 | 2015 |
Knowledge Map of the Virtual Economy: Converting the Virtual Economy into Development Potential M Ernkvist, V Lehdonvirta | 4 | 2011 |
The unbound network of product and service interaction of the MMOG industry: with a case study of China P Ström, M Ernkvist Proceedings of DiGRA 2007 Conference: Situated Play, 2007 | 4 | 2007 |