<?xml version="1.0" encoding="UTF-8"?><xml><records><record><source-app name="Biblio" version="7.x">Drupal-Biblio</source-app><ref-type>17</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Chris McPhee</style></author><author><style face="normal" font="default" size="100%">Risto Rajala</style></author><author><style face="normal" font="default" size="100%">Marja Toivonen</style></author><author><style face="normal" font="default" size="100%">Mika Westerlund</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Editorial: Service and Innovation (May 2014)</style></title><secondary-title><style face="normal" font="default" size="100%">Technology Innovation Management Review</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">collaboration</style></keyword><keyword><style  face="normal" font="default" size="100%">innovation indicators</style></keyword><keyword><style  face="normal" font="default" size="100%">innovation practices</style></keyword><keyword><style  face="normal" font="default" size="100%">intellectual property</style></keyword><keyword><style  face="normal" font="default" size="100%">knowledge-intensive business services</style></keyword><keyword><style  face="normal" font="default" size="100%">living labs</style></keyword><keyword><style  face="normal" font="default" size="100%">online gaming</style></keyword><keyword><style  face="normal" font="default" size="100%">service business development</style></keyword><keyword><style  face="normal" font="default" size="100%">service design</style></keyword><keyword><style  face="normal" font="default" size="100%">service innovation</style></keyword><keyword><style  face="normal" font="default" size="100%">service-dominant logic</style></keyword><keyword><style  face="normal" font="default" size="100%">trademarks</style></keyword><keyword><style  face="normal" font="default" size="100%">value chains</style></keyword><keyword><style  face="normal" font="default" size="100%">value creation</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2014</style></year><pub-dates><date><style  face="normal" font="default" size="100%">05/2014</style></date></pub-dates></dates><urls><web-urls><url><style face="normal" font="default" size="100%">http://timreview.ca/article/788</style></url></web-urls></urls><publisher><style face="normal" font="default" size="100%">Talent First Network</style></publisher><pub-location><style face="normal" font="default" size="100%">Ottawa</style></pub-location><volume><style face="normal" font="default" size="100%">4</style></volume><pages><style face="normal" font="default" size="100%">3-5</style></pages><language><style face="normal" font="default" size="100%">eng</style></language><issue><style face="normal" font="default" size="100%">5</style></issue><custom1><style face="normal" font="default" size="100%">Technology Innovation Management Review
Chris McPhee is Editor-in-Chief of the &lt;em&gt;Technology Innovation Management Review&lt;/em&gt;. Chris holds an MASc degree in Technology Innovation Management from Carleton University in Ottawa and BScH and MSc degrees in Biology from Queen's University in Kingston. He has over 15 years of management, design, and content-development experience in Canada and Scotland, primarily in the science, health, and education sectors. As an advisor and editor, he helps entrepreneurs, executives, and researchers develop and express their ideas.</style></custom1><custom2><style face="normal" font="default" size="100%">Aalto University
Risto Rajala, D.Sc. (Econ) is an Assistant Professor in the Department of Industrial Engineering and Management at Aalto University in Helsinki, Finland. Dr. Rajala holds a PhD in Information Systems Science from the Aalto University School of Business. His recent research has dealt with management of complex service systems, development of digital services, service innovation, and business model performance. Rajala’s specialties include management of industrial services, collaborative service innovation, knowledge management, and design of digital services.</style></custom2><custom3><style face="normal" font="default" size="100%">VTT Technical Research Centre
Marja Toivonen is Research Professor at VTT Technical Research Centre of Finland, her specialty being service innovation and service business models. She is also Adjunct Professor at Aalto University in Helsinki, Finland. Marja has written several articles on service-related topics and been an invited speaker in many international conferences focusing on these topics. She is a council member of the European Association for Research on Services (RESER), and she is a member of the European Union's 2013–2014 High-Level Expert Group on Business Services. </style></custom3><custom4><style face="normal" font="default" size="100%">Carleton University
Mika Westerlund, D.Sc. (Econ) is an Assistant Professor at Carleton University’s Sprott School of Business in Ottawa, Canada. He previously held positions as a Postdoctoral Scholar in the Haas School of Business at the University of California Berkeley and in the School of Economics at Aalto University. Mika earned his doctoral degree in Marketing from the Helsinki School of Economics. His doctoral research focused on software firms’ business models and his current research interests include open and user innovation, business strategy, and management models in high-tech and service-intensive industries.</style></custom4></record><record><source-app name="Biblio" version="7.x">Drupal-Biblio</source-app><ref-type>17</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Patrik Ström</style></author><author><style face="normal" font="default" size="100%">Mirko Ernkvist</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Product and Service Interaction in the Chinese Online Game Industry</style></title><secondary-title><style face="normal" font="default" size="100%">Technology Innovation Management Review</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">China</style></keyword><keyword><style  face="normal" font="default" size="100%">Korea</style></keyword><keyword><style  face="normal" font="default" size="100%">MMOG</style></keyword><keyword><style  face="normal" font="default" size="100%">network</style></keyword><keyword><style  face="normal" font="default" size="100%">online gaming</style></keyword><keyword><style  face="normal" font="default" size="100%">product and service</style></keyword><keyword><style  face="normal" font="default" size="100%">service innovation</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2014</style></year><pub-dates><date><style  face="normal" font="default" size="100%">05/2014</style></date></pub-dates></dates><urls><web-urls><url><style face="normal" font="default" size="100%">http://timreview.ca/article/789</style></url></web-urls></urls><publisher><style face="normal" font="default" size="100%">Talent First Network</style></publisher><pub-location><style face="normal" font="default" size="100%">Ottawa</style></pub-location><volume><style face="normal" font="default" size="100%">4</style></volume><pages><style face="normal" font="default" size="100%">6-17</style></pages><language><style face="normal" font="default" size="100%">eng</style></language><abstract><style face="normal" font="default" size="100%">This article examines the rapidly-growing online game industry in China, which is a prime example of the changing regional landscape of new creative industries in East Asia. The industry’s evolution in China demonstrates the complexity of the growth of this industry through various knowledge and production networks. Despite the fact that Chinese companies were initially a second mover in this industry and had limited technological competence, they managed to move up the value chain within a few years, from operators of foreign-developed games to game developers. The catch-up process in this creative industry has differed from traditional manufacturing industries, which reflects the responsiveness and close proximity between product and service as key elements of the online game experience. This article conceptualizes this product–service offering in the industry and highlights its requirement for a widespread geographical network, as well as close proximity and responsiveness between elements of the network. In the empirical study of the growth of the Chinese online game industry described here, we argue that Chinese companies have managed to grow by utilizing the strategic control of service, player preferences, and responsiveness in this network, and translating this control into constant incremental improvement of their game development offering. </style></abstract><issue><style face="normal" font="default" size="100%">5</style></issue><custom1><style face="normal" font="default" size="100%">University of Gothenburg
Patrik Ström is Associate Professor of Economic Geography at the Centre for International Business Studies, Department of Business Adminstration, University of Gothenburg, Sweden. He holds a PhD in Business Adminstration from Roskilde University, Denmark and an Econ. Dr. in Economic Geography from the University of Gothenburg. Has was formerly a Pro Futura Fellow at the Swedish Collegium for Advanced Study in Uppsala, Sweden. His research focuses on the development of services economies in East Asia and integration of international services markets. Industries of particular interest are knowledge-intensive business services and creative industries such as online computer games. Patrik Ström is also the President of the European Association for Research on Services, RESER.</style></custom1><custom2><style face="normal" font="default" size="100%">Ratio Institute
Mirko Ernkvist wrote his PhD in Economic History on discontinuous technologies in gaming machine manufacturing. After his dissertation, he spent two years as a JSPS postdoctoral researcher at the University of Tokyo, Japan, focusing on the formation of technology-intensive companies and industry policy in the game industry, involving studies of the game industry in Japan, Korea, and China. He has studied the policy implication of the emergence of virtual economy for the World Bank. In 2012, Dr. Ernkvist joined the Ratio Institute as a Wallander Postdoctoral Researcher. He is currently involved in research about technological change and deregulation of industries.</style></custom2></record></records></xml>