00981nas a2200337   4500008004100000022001400041245004900055210004600104260004200150300000800192490000600200653001800206653002600224653002500250653002600275653004200301653001600343653001800359653003300377653001900410653002300429653002700452653001500479653001700494653001900511100001800530700001800548700002000566700002100586856003600607       2014                        eng d  a1927-032100aEditorial: Service and Innovation (May 2014)0 aEditorial Service and Innovation May 2014  aOttawabTalent First Networkc05/2014  a3-50 v410acollaboration10ainnovation indicators10ainnovation practices10aintellectual property10aknowledge-intensive business services10aliving labs10aonline gaming10aservice business development10aservice design10aservice innovation10aservice-dominant logic10atrademarks10avalue chains10avalue creation1 aMcPhee, Chris1 aRajala, Risto1 aToivonen, Marja1 aWesterlund, Mika  uhttp://timreview.ca/article/78802057nas a2200241   4500008004100000022001400041245007200055210006900127260004200196300000900238490000600247520138100253653001001634653001001644653000901654653001201663653001801675653002401693653002301717100001901740700002001759856003601779       2014                        eng d  a1927-032100aProduct and Service Interaction in the Chinese Online Game Industry0 aProduct and Service Interaction in the Chinese Online Game Indus  aOttawabTalent First Networkc05/2014  a6-170 v43 aThis article examines the rapidly-growing online game industry in China, which is a prime example of the changing regional landscape of new creative industries in East Asia. The industry’s evolution in China demonstrates the complexity of the growth of this industry through various knowledge and production networks. Despite the fact that Chinese companies were initially a second mover in this industry and had limited technological competence, they managed to move up the value chain within a few years, from operators of foreign-developed games to game developers. The catch-up process in this creative industry has differed from traditional manufacturing industries, which reflects the responsiveness and close proximity between product and service as key elements of the online game experience. This article conceptualizes this product–service offering in the industry and highlights its requirement for a widespread geographical network, as well as close proximity and responsiveness between elements of the network. In the empirical study of the growth of the Chinese online game industry described here, we argue that Chinese companies have managed to grow by utilizing the strategic control of service, player preferences, and responsiveness in this network, and translating this control into constant incremental improvement of their game development offering. 10aChina10aKorea10aMMOG10anetwork10aonline gaming10aproduct and service10aservice innovation1 aStröm, Patrik1 aErnkvist, Mirko  uhttp://timreview.ca/article/789