Internationalization, networks and industry related factors the case of Finnish digital game industry

Tässä työssä tutkittiin pienten ja keskisuurten (PK) yritysten kansainvälistymistä, myyntiä ja verkostoja pienen ja avoimen talouden kontekstissa. Tutkimusaukko perustui tarpeeseen tutkia miten PK -yritykset ja International New Venture (INV) -yritykset kansainvälistyvät, miten verkostoja käytetään...

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Bibliografiset tiedot
Päätekijä: Piesala, Ristomatti
Muut tekijät: Kauppakorkeakoulu, School of Business and Economics, Taloustieteet, Business and Economics, University of Jyväskylä, Jyväskylän yliopisto
Aineistotyyppi: Pro gradu
Kieli:eng
Julkaistu: 2016
Aiheet:
Linkit: https://jyx.jyu.fi/handle/123456789/48946
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author Piesala, Ristomatti
author2 Kauppakorkeakoulu School of Business and Economics Taloustieteet Business and Economics University of Jyväskylä Jyväskylän yliopisto
author_facet Piesala, Ristomatti Kauppakorkeakoulu School of Business and Economics Taloustieteet Business and Economics University of Jyväskylä Jyväskylän yliopisto Piesala, Ristomatti Kauppakorkeakoulu School of Business and Economics Taloustieteet Business and Economics University of Jyväskylä Jyväskylän yliopisto
author_sort Piesala, Ristomatti
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description Tässä työssä tutkittiin pienten ja keskisuurten (PK) yritysten kansainvälistymistä, myyntiä ja verkostoja pienen ja avoimen talouden kontekstissa. Tutkimusaukko perustui tarpeeseen tutkia miten PK -yritykset ja International New Venture (INV) -yritykset kansainvälistyvät, miten verkostoja käytetään tässä prosessissa ja miten toimialan erityispiirteet vaikuttavat käyttäytymiseen. Teoreettinen viitekehys muodostui stage -malleista (Uppsala -malli), INV -teoriasta ja kansainvälistymisen verkostomallista yhdistettynä taloudellisesti kasvavan ja menestyvän digitaalisen pelialan kontekstiin. Tämän kvalitatiivisen tapaustutkimuksen empiirinen data koostui kymmenestä (10) suomalaisten peliyritysten toimitusjohtajien ja managereiden puolistrukturoiduista haastatteluista. Datan perusteella selvitin, miten pelialan yritykset organisoivat kansainvälistä myyntiä, miten pelialan yritykset verkostoituvat kansainvälistyäkseen ja kuinka toimialan erityispiirteet vaikuttavat kansainvälistymiseen ja verkostoihin. Tulosten valossa kansainvälistymiseen oli kaksi vaihtoehtoa: joko yritys partneroitui julkaisijan kanssa tai hyödynsi digitaalista jakelua päästäkseen kansainvälisille markkinoille. Yritykset kansainvälistyivät välittömästi, pääasiassa koska kotimaan markkinat ovat pienet. Tältä osin löydökset tukivat INV -teoriaa, mutta myynnin osalta peliyritysten päämarkkina-alueet olivat länsimaissa ja toimenpiteitä täytyi tehdä mikäli ne haluavat menestyä Aasiassa. Yrityksillä oli esteitä sekä kulttuurisista (erilainen pelikulttuuri), että käytännöllisistä (yhteistyökumppaneiden tarve) syistä, joten psyykkinen etäisyys vaikutti tutkittujen yritysten kansainväliseen myyntiin, tukien Uppsala -mallia. Lisäksi oli selvää, että tietyt toimialan erityispiirteisiin vaikuttavat yritysten kansainvälistymiseen. Digitaalinen jakelu mahdollisti kansainvälistymisen, kilpailu loi sille tarpeen ja paikallinen lainsäädäntö sekä toimintaympäristö hankaloittivat toimintaa erityisesti Kiinan markkinoilla. Yritysten verkostoista muodostui kolme kategoriaa: paikalliset-, kansalliset- ja kansainväliset verkostot. Yritykset kehittivät verkostojaan asteittain kohti kansainvälisiä verkostoja mentoreiden avulla. Aiemmat verkostot ja kokemus toimialalta olivat faktoreita, jotka auttoivat yrityksiä etenemään suoraan kansainvälisiin verkostoihin. Verkostointi tapahtui pääasiassa tapahtumien ja messujen kautta, joissa yritysten edustajat pystyvät tapaamaan kasvokkain ja kehittämään luottamusta välilleen. Muut kuin jakelijaverkostot eivät osoittautuneet kansainvälistymisen edellytyksiksi, mutta suhteiden avulla saatiin PK -yrityksille tärkeitä resursseja: Markkinatietoa, neuvoja liiketoimintaan, näkyvyyttä ja rahoitusta. This thesis studied internationalization, sales and networks of small-to-medium-sized enterprises (SMEs) from small and open economy (SMOPEC). The research gap was recognized in the need for further empirical evidence on how SMEs and International New Venture (INV) firms internationalize, how and what networks are used in the process and how industry related factors influence behavior. The theoretical framework for this thesis was composed of stage models (Uppsala model), INV theory and Network model of internationalization embedded and discussed in context of an economically growing and thriving digital game industry. This qualitative study used empirical data of ten (10) cases illustrated from semi-structured interviews of CEOs and managers of Finnish digital game companies. Through the cases this thesis seeks to answer how these firms organize international sales, network to internationalize and how industry related factors might affect internationalization and networking. Based on the data two paths to internationalization were recognized from the case firms: either through publisher partnerships or through the use of digital distribution to enter global markets independently. The findings confirmed that the case companies are Born Globals, mainly because their domestic markets are small, which pushed the firms to seek sales abroad. This evidence supports INV theory, but in terms of sales the main market area is in Western countries and firms need to make modifications to their games if they wish to succeed in Asian markets. There are barriers to entry in both cultural (differences in gaming culture) and practical (need of partners) aspects and that psychic distance affects internationalization for case companies, supporting Uppsala model. In addition, certain industry related factors affect internationalization of the companies. Digital distribution enables instant internationalization, tough competition creates a need for it and regulation may prohibit market entry, especially in Chinese markets. The networks of the case companies formed three categories: local-, domestic- and international connections. Despite being Born Globals, the firms develop their networks from local towards more important international relationships with the help of mentors. Previous networks and experience in the industry are factors allowing firms to leapfrog straight into international networks. The main channels for networking were various events and trade fairs which allowed the firms to form trustworthy F2F connections. While networks other than retailers are not technically mandatory for internationalizing, they provided market knowledge, business advice, visibility and finances which are all very important for SMEs.
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spellingShingle Piesala, Ristomatti Internationalization, networks and industry related factors : the case of Finnish digital game industry Internationalization networks SMEs Born Global sales marketing digital games game industry small- and open economies Finland Yrittäjyys Entrepreneurship 20422 kansainvälistyminen verkostot pienet ja keskisuuret yritykset myynti markkinointi peliala digitaaliset pelit Suomi
title Internationalization, networks and industry related factors : the case of Finnish digital game industry
title_alt Case of Finnish digital game industry
title_full Internationalization, networks and industry related factors : the case of Finnish digital game industry
title_fullStr Internationalization, networks and industry related factors : the case of Finnish digital game industry Internationalization, networks and industry related factors : the case of Finnish digital game industry
title_full_unstemmed Internationalization, networks and industry related factors : the case of Finnish digital game industry Internationalization, networks and industry related factors : the case of Finnish digital game industry
title_short Internationalization, networks and industry related factors
title_sort internationalization networks and industry related factors the case of finnish digital game industry
title_sub the case of Finnish digital game industry
title_txtP Internationalization, networks and industry related factors : the case of Finnish digital game industry
topic Internationalization networks SMEs Born Global sales marketing digital games game industry small- and open economies Finland Yrittäjyys Entrepreneurship 20422 kansainvälistyminen verkostot pienet ja keskisuuret yritykset myynti markkinointi peliala digitaaliset pelit Suomi
topic_facet 20422 Born Global Entrepreneurship Finland Internationalization SMEs Suomi Yrittäjyys digitaaliset pelit digital games game industry kansainvälistyminen marketing markkinointi myynti networks peliala pienet ja keskisuuret yritykset sales small- and open economies verkostot
url https://jyx.jyu.fi/handle/123456789/48946 http://www.urn.fi/URN:NBN:fi:jyu-201602261708
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