Finnish Mobile Gaming Cluster
Masira, Elijah; Chowdhury, Nafis Ahmed (2014)
Masira, Elijah
Chowdhury, Nafis Ahmed
Jyväskylän ammattikorkeakoulu
2014
All rights reserved
Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:amk-201501201449
https://urn.fi/URN:NBN:fi:amk-201501201449
Tiivistelmä
Abstract
The Finnish mobile gaming cluster is one of the most promising industries that have been growing significantly in the past few years to become a substantial cultural export product / service of Finland. The main objective of this research was to gain a persuasive understanding about the emergence of the mobile gaming cluster in Finland and explore the factors behind its success.
The literature review centers on M. E Porter’s publications on competitiveness and other publications in the same field. Porter’s diamond model was employed as a theoretical framework to analyze the competitiveness of the Finnish mobile gaming cluster and a SWOT analysis utilized to find the strengths, weaknesses, opportunities of, and threats to the mobile gaming cluster.
The research approach was that of a case study methodology. Multiple sources of data were applied to carry out the research. Secondary data was collected from industry publications, media, relevant company reports etc. Primary data was collected through semi-structured interviews with Finnish mobile gaming cluster members about their experiences and expectations regarding the future development of the Finnish mobile gaming cluster. In doing so, five e-mail interviews and four face-to-face interviews were conducted.
Excellent technological skills and innovative young workforce are the main strengths of the cluster while lack of experience in global marketing and poor marketing strategies are the major weaknesses. Even though there are threats of new entrants, there are plenty of opportunities for the cluster especially in new markets like Asia, which has shown great interest through investment in Finnish companies.
The authors suggest for further research to be carried out on the interaction of the cluster participants and also new business platforms for the mobile gaming industry. The main limitations experienced were insufficient availability of data and some data being in Finnish language. The research implication maybe significant to start-up companies, policy makers and investors in the in this cluster.
The Finnish mobile gaming cluster is one of the most promising industries that have been growing significantly in the past few years to become a substantial cultural export product / service of Finland. The main objective of this research was to gain a persuasive understanding about the emergence of the mobile gaming cluster in Finland and explore the factors behind its success.
The literature review centers on M. E Porter’s publications on competitiveness and other publications in the same field. Porter’s diamond model was employed as a theoretical framework to analyze the competitiveness of the Finnish mobile gaming cluster and a SWOT analysis utilized to find the strengths, weaknesses, opportunities of, and threats to the mobile gaming cluster.
The research approach was that of a case study methodology. Multiple sources of data were applied to carry out the research. Secondary data was collected from industry publications, media, relevant company reports etc. Primary data was collected through semi-structured interviews with Finnish mobile gaming cluster members about their experiences and expectations regarding the future development of the Finnish mobile gaming cluster. In doing so, five e-mail interviews and four face-to-face interviews were conducted.
Excellent technological skills and innovative young workforce are the main strengths of the cluster while lack of experience in global marketing and poor marketing strategies are the major weaknesses. Even though there are threats of new entrants, there are plenty of opportunities for the cluster especially in new markets like Asia, which has shown great interest through investment in Finnish companies.
The authors suggest for further research to be carried out on the interaction of the cluster participants and also new business platforms for the mobile gaming industry. The main limitations experienced were insufficient availability of data and some data being in Finnish language. The research implication maybe significant to start-up companies, policy makers and investors in the in this cluster.