Thesis

Cluster origination and development : a case study of Scotland's video games industry

Creator
Awarding institution
  • University of Strathclyde
Date of award
  • 2012
Thesis identifier
  • T13296
Qualification Level
Qualification Name
Department, School or Faculty
Abstract
  • Clusters can be considered "in terms of spatial agglomerations of enterprises and related supplier and service industries" (Mytelka and Farinelli, 2000, p. 7). The underlying aassumption in both the academic and policy literature is that clusters are beneficial and can contribute to economic development. Cluster focused economic development strategies are used extensively by policy makers, although the impact is not always evident (Atherton and Johnston, 2008). Understanding clusters is therefore important if this phenomenon is to be of value in economic development, particularly when policy is being created around this concept. Cluster-focused research has been undertaken in a variety of disciplines with debate about definitions, typologies, theoretical approaches, and the cluster process itself. This study is situated within the body of research that addresses ideographic, historical work on the origin and development of clusters (Harrison, Cooper and Mason, 2004). The aim is to contribute to theory about cluster emergence and evolution, a neglected area in the research, and address the question of how a cluster evolves, the barriers to its development and the dynamics therein. An empirical study is undertaken that adopts a cluster as the unit of analysis to provide insight into the cluster development process. The conceptual framework adopted is Mason's (2008) four phase model of high technology cluster development, together with the proposition that entrepreneurs are a critical part of the cluster process. The aim is to interrogate and enhance this model by examining cluster development in 'new economy clusters' (Mason, 2008, p.48) such as the creative industries. Recent literature acknowledges that multi-level analysis and new models are required to research the complexities of the clustering process. However to date, the majority of cluster studies have involved a static, 'top-down' examination of the cluster. This study takes a dynamic, 'bottom up' approach with the aim of generating a rich, narrative response to address the lack of existing data about the cluster development process. The methodological approach reflects a subjective ontology and anti-positivist epistemology, indicative of an interpretative stance. A case study strategy is adopted with the focus on a single case, namely the video games cluster in Scotland from its emergence in the 1980s to the end of 2010. This cluster is prominent in terms of its profile, attention from policy makers and entrepreneurship activity. Qualitative data are employed to provide a deeper insight into the historical development of the cluster. This approach recognises the lack of consistent theoretical literature, and existing data about the video games cluster. The data are collected using documentary analysis and forty semi-structured interviews with respondents involved in the cluster from the public, business and academic sectors. The interview participants are identified using a purposeful sampling strategy.
Resource Type
DOI
Date Created
  • 2012
Former identifier
  • 948537

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