Ernkvist argues that entrepreneurial agency from outside the dominating video-game industry in Japan enables the emerging social-game sector to break with established institutional structures and experiment with new, contested alternatives. The chapter explicates a dual entrepreneurship function involving both technological entrepreneurship to introduce new game platforms and institutional entrepreneurship to proactively change the institutional environment. It also identifies four contested key issues in the formation of the social-game industry, which provides the perspective of western understanding of game marketing and development, a new alternative business model in Asia.
Ernkvist, M. (2016). The Role of Dual Institutional- and Technological Entrepreneurship in the Formation of the Japanese Social-Game Industry. In A. Fung (Ed.), Global Game Industries and Cultural Policy: Palgrave Global Media Policy and Business Book Series (pp. 91-124). Cham, Switzerland: Springer International Publishing.