Abstract

Industry life-cycle research on firm survival often tests the effects of innovativeness, entry timing, and experience from related industries. However, findings on how these effects change over different stages of the life cycle are scarce. To fill this gap, we perform a fuzzy-set qualitative comparative analysis on a data-set of 58 video game device producers in six product generations. We find that innovation provides a consistent survival advantage only in the mature stage of the life cycle. We also find that experience accumulated within the industry loses its value in the mature stage, and the advantage shifts to de alio entrants only after shake-out. These findings are discussed relating to technological uncertainty, the role of internal and external knowledge, and the construction of sufficient technological performance.

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