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1 Micropolitan Location of the Software & Videogames Industry: an insight on the case of Barcelona* Autores y e-mail de la persona de contacto: Carles Méndez-Ortega: [email protected] Josep-Maria Arauzo-Carod: [email protected] Departamento: Departament d’Economia Universidad: Universidad Rovira i Virgili Área Temática: Indústrias Creativas Resumen: This paper analyses location patters of Software and Videogames industries at a micropolitan scale for the metropolitan area of Barcelona. These are key industries in developed economies that benefits from agglomeration economies, skilled labour and, generally speaking, spillover effects, that tends to cluster at bigger metropolitan areas, but less is known about its detailed location patterns inside these areas. We contribute by identifying how Software and Videogames industries firms concentrate in certain areas of the metropolitan area. Our empirical application includes using Nearest Neighbour Index (NNI) and M-functions, as well as local spatial autocorrelation indicators. Palabras Clave: R12, C60, L86 Clasificación JEL: Software Industry, Videogames Industry, micropolitan analysis, spatial location patterns *This article has benefited from funding from ECO2013-41310-R, ECO2014-55553-P, the “Xarxa de Referència d’R+D+I en Economia i Polítiques Públiques” and research program SGR (2014 SGR 299). We would like to acknowledge comments received at INFER Annual Conference 2016, and also suggestions by E. Coll-Martínez. Any errors are, of course, our own.

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Page 1: Micropolitan Location of the Software & Videogames ...5 Data source from Institut Català de les Empreses Culturals: “Empreses de videojocs a Catalunya 2015” for economic data

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Micropolitan Location of the Software & Videogames

Industry: an insight on the case of Barcelona*

Autores y e-mail de la persona de contacto: Carles Méndez-Ortega: [email protected] Josep-Maria Arauzo-Carod: [email protected] Departamento: Departament d’Economia Universidad: Universidad Rovira i Virgili Área Temática: Indústrias Creativas Resumen:

This paper analyses location patters of Software and Videogames industries at a

micropolitan scale for the metropolitan area of Barcelona. These are key industries in

developed economies that benefits from agglomeration economies, skilled labour and,

generally speaking, spillover effects, that tends to cluster at bigger metropolitan areas,

but less is known about its detailed location patterns inside these areas. We contribute

by identifying how Software and Videogames industries firms concentrate in certain

areas of the metropolitan area. Our empirical application includes using Nearest

Neighbour Index (NNI) and M-functions, as well as local spatial autocorrelation

indicators.

Palabras Clave: R12, C60, L86 Clasificación JEL: Software Industry, Videogames Industry, micropolitan analysis, spatial location patterns

*This article has benefited from funding from ECO2013-41310-R, ECO2014-55553-P, the “Xarxa de Referència d’R+D+I en Economia i Polítiques Públiques” and research program SGR (2014 SGR 299). We would like to acknowledge comments received at INFER Annual Conference 2016, and also suggestions by E. Coll-Martínez. Any errors are, of course, our own.

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1. Motivation

Software industry has transformed manner organization, businesses, and employees

coordinate and work. The impact of this industry on global economy can be measured

by the increase in technical progress, enhanced productivity and innovations.

Concretely, Software refers to computer programs or data (bits and bytes stored), which

can be stored electronically and it is used by the computer processor to perform several

tasks.

Software has gone from obscurity to indispensability in less than fifty years. Since the

middle of the 70’s, with the emergence of the Computer Revolution, it has led to the

appearance of this industry. In the 80’s, with the incorporation of the Personal

Computer (PC) and the developments in the field of Software and in the 90’s with the

development of the World Wide Web, this sector grew up exponentially. Nowadays

Software industry has a relevant importance for the current world economy,

representing a significant part of the information and communication technology sector,

which contributes 5.4% to global gross domestic product according to Dutta and Mia

(2010). Concretely in US are 1.87 million people working in this sector, earning one

hundred thousand dollars in average (more than the double of national average) and

represents more than 412 billion dollars of gross output for the US economy.1 Related to

Spain, this sector provides 360 thousand employees, earning more than 30 thousand

euros in average per year and employee and represents 30 billion euros of gross output

in the Spanish economy.2 This industry includes Software management, programming,

editing electronics, mobile Software (or apps) and Videogames industry, industry in

which we focus below.

Now we will focus in Videogames industry, a peculiar creative industry within Software

industry and halfway between Software industry and creative industries that shares

some characteristics with both industries (exponential growth, technical processes and

business features from Software industry and creative components from the creative

industries). It is important to notice that Videogames industry plays a key role as an

enhancer of economic activity, as a creative industry.

1OECD, STAN Dataset for Structural Analysis, ed. 2010. 2 INE (Instituto Nacional de Estadística), Sector ICT indicators, ed. 2013.

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Videogames industry includes Software created for entertainment based on the

interaction between one or more persons and an electronic device that runs this game.

Devices include mobile phones, Personal Computer (PC), arcade machines or Video

Game Consoles among others. Videogames began in the early 1960’s in the United

States with the first Computer Game “Space Wars”, developed by Steve Russell at MIT

Lab. This game was inspired by science fiction and featured two spaceships shooting

beams to destroy each other. This videogame was never tried to be for sale; however, its

development occurred before the US government’s application of copyright laws to

computer Software. The first viable business in Videogames was in hands of Nolan

Bushnell, founder of Atari. He has been considered as “the first of that generation of

much-hyped super-successful high-tech entrepreneurs” (Aoyama & Izushi, 2003, pp.

427). This game initially created and later fuelled Videogames industry, focusing on its

beginnings in bigger markets, as those of Japan (with firms as Nintendo and Sega) and

the U.S. (with Atari at the beginning and Microsoft after).

Since the 1970’s, Videogames industry has moved from obscurity to a clear linkage to

the computer and digital revolution, giving the industry an exponential growth.

Nowadays, Videogames industry has a relevant importance for the current world

economy. Concretely, global spending of this industry was 70.8 billion dollars in 2014,

with a forecast of 89 billion dollars for 2018, presenting an annual global growth rate of

6.2% in mean.3 For Spain, this industry had about 1078 million dollars of incomes in

2013, with a forecast of 1238 million dollars for 2017 (annual growth rate is 3.3%).4 As

our analysis will focus in Barcelona, the income of this sector for Catalonia (region

located at north-east part of Spain whose capital is Barcelona) is 110 million dollars for

2014 and has more than 1600 workers. 5 In 2015, Catalan companies developed about

150 games, 40% for mobiles and 30% for online platforms.5

Location preferences for Software and Videogames industry are, mainly, inside big

metropolitan areas and, specifically, at the core of them, where they may easily found

young skilled professionals that are key for success of Software and Videogames

3 PWC: “Global entertainment and media outlook 2014-2018” 4 PWC España: “Global entertainment and media outlook 2013-2017” 5 Data source from Institut Català de les Empreses Culturals: “Empreses de videojocs a Catalunya 2015” for economic data and own estimations on the number of employees through our dataset.

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activities. In this sense, there is empirical evidence showing the huge importance that

skilled labour has for these industries and, concretely, workers with upstanding

capabilities in terms of abstract skills, such as computer programming and Software

engineering (Autor et al., 2003). Availability of such skilled labour is a basic input for

high-tech firms (overrepresented in big urban areas) that even has a positive effect over

city growth, as shown by Berger and Frey (2015).

In view of previous concerns, we want to analyse case study of Software and

Videogames industry for a dynamic city, Barcelona, which has increasingly attracted

this type of activities in recent years, due to some potential factors, showed in the

number of university degrees offered in Barcelona universities dedicated to Videogames

design and Videogames management, and actual facts which proof the potentiality of

this city for this industry as the Barcelona Games World 2016, celebrated previously in

Madrid and now moved to Barcelona.6 Although Barcelona has a long-term tradition of

manufacturing activities, these were rapidly dismantled since the late seventies were

most of factories started to move from city centre, leaving enormous areas of free soil

available for further urban growth. Although some of these areas were transformed into

residential ones, there are some interesting experiences of urban renewal projects

aiming to transform them into high-tech districts. The most famous of them is the case

of Poblenou, a district quite close to city centre that in 2000 benefited from a renewal

plan form Barcelona City Council aiming to transform his area from a mature textile

manufacturing cluster to a high-tech cluster known as 22@, a successful policy that

attracted a large number of high-tech firms and knowledge based activities Viladecans-

Marsal and Arauzo-Carod (2012). In spite of success of 22@ policy not all new high-

tech related activities have decided to locate inside its borders. On the contrary, there

are many other core areas that have attracted these new firms, as shown by data

provided by Catalan Government (Institut Català de les Empreses Culturals) that covers

Videogames firms located in Barcelona.

According to previous theoretical concerns, to characteristics of Videogames and

Software industries and to the specificities of the Barcelona case, with this paper we aim

6 Universities as Universitat de Barcelona (UB), Universitat Politècnica de Catalunya (UPC) and Universitat Pompeu Fabra (UPF) presents Bachelor’s and Master degrees focus in Videogames topics.

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to analyse location patterns of Software and Videogames firms inside metropolitan area

of Barcelona. In order to do that we have use some spatial oriented techniques as

Nearest Neighbour Index (NNI), Marcon functions (M-functions) and spatial

autocorrelation indicators (both global and local). Our preliminary results indicate that

Videogames firms tend to cluster around some subcentres inside Metropolitan area of

Barcelona (hereafter MAB) while Software firms are located within urban areas. Next

step will be to try to understand what explains these patterns and drives their location

determinants.

The results of this paper are counterpoised regard to Videogames industry if we

compare to the results obtained by the paper mentioned above of Viladecans-Marsal &

Arauzo-Carod (2012) which shows the success of the @22 district as a knowledge-

based cluster, we found a slight agglomeration pattern in this district for Videogames

firms.

The rest of the paper is organised as follows. Section 2 reviews the theoretical and

empirical literature about firms’ location determinants and recent contributions at a

micropolitan scale. Section 3 describes data and methodology. Section 4 introduces

some descriptive statistics and discusses results and, finally, section 5 presents main

conclusions.

2. Related literature

This paper is placed between two strands on economic literature closely linked,

industrial location determinants and agglomeration economies. The former, industrial

location determinants, is a recurrent topic in economics since the seminal work of

Alfred Marshall (1890) about industrial districts and Edgar and Hoover (1936), among

main contributors. Location literature exploring location decisions of new firms has

extensively growth in recent years, widening methodologies, spatial aggregation levels

and industries being analysed. That success is partially explained in terms of potential

utility of these contributions when designing public policies aiming to attract new

firms.7 The later, agglomeration economies, shows that economic activity has a strong

tendency to agglomerate, no matter industries, geographical areas or institutional 7 An extensive review of this literature can be found at Arauzo-Carod et al. (2010)

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settings, albeit these characteristics modulate the degree of agglomeration effectively

reached. If we consider both strands together, we may conclude that i) firms (as well as

many other institutions) show a clear tendency to agglomerate around other firms and ii)

firms share specific location patterns (i.e., internal and external characteristics that guide

their location decisions) with similar firms.

Nevertheless, as in this paper we are mainly interested in spatial distribution of firms

rather than in whether this distribution comes from entry decisions or from firms

already existent that decide to agglomerate closer to other firms, we will concentrate our

analysis on agglomeration processes.

As contributions at agglomeration economics literature are quite heterogeneous and

approach location of economic activities in a quite different ways, there are several

attempts to organise and structure them. In this sense, Albert et al. (2012, p.109)

consider that “this literature has been influenced by two very different traditions,

economic geography and spatial statistics, and therefore has followed two different

paths”.

The first ones (economic geography) dealt with polygons (i.e., administrative areas) and

typically used measures as Gini or Herfindhal indices and did not take into account

space in their analyses and, consequently, may incur in important bias. Later, some

authors tried to overcome previous shortcomings by controlling for space,

agglomeration and concentration through several indices that become extremely popular

in this literature, as in Ellison and Glaeser (1997), Maurel and Sédillot (1999),

Rosenthal and Strange (2003) and Devereux et al. (2004). Finally, Duranton and

Overman (2005) assumed space as continuous, which allowed overcoming previous

limitations caused by MAUP like comparing results across different spatial aggregation

levels. The second ones (spatial statistics) dealt with points (i.e., firms), considering

only closest points (e.g., Nearest Neighbour Index) or taking into account all neighbours

instead of only the closest (e.g., K functions). Concretely, K functions have been

initially developed by Ripley (1977) and later improved by Marcon and Puech, (2012),

this type of measures were tested by Arbia (2001) which shows incentives to use

continuous space in these types of analysis using a continuous space model.

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With the introduction of these tools, numerous papers were published analysing spatial

patterns of particular industries, such as the food stores in Italy analysed by Arbia et al.

(2015), media industries in London by Karlsson and Picard (2011), Espa et al. (2013)

with high tech industries in Milan, manufacturing firms in Paris done by Guillain and le

Gallo (2010) and for all Europe by Brülhart (2001) or in the case of the tree location in

U.S. forests, in an ecological and environmental framework by Li and Zhang (2007)

among others.

Focus in agglomeration processes related to the cities, an earlier work of Glaeser (1998)

analysed the positive and negative effects of cities and how local governments can solve

these arising problems; as well Anderson and Bogart (2001) and Coffey and Shearmur

(2002) analyse characteristics of the employment centres and compare it with the size

of the metropolitan areas and how the employment on cities is changing, appearing a

decentralization process of the employment in relative terms from the Central Business

District (CBD) to another parts of the city and metropolitan area, but not in absolute

terms, creating a polycentric structure and not a generalized dispersion. In Berger and

Frey (2015) mentioned above, it shows the relevant role that city plays on the research

of abstract skill workers, and how this affects positively to the location and profits for

the firms and growth of the cities that are intensive in this type of workers. Also Currid

(2006) in the case of New York city, analyses role of the city as a bastion of creativity,

culture and artist production, which attracts to creative firms and how this affects

positively to growth of the cities.

Apart from the general framework of this paper in terms of location of economic

activity and agglomeration economies, this paper covers specifically Videogames

industry, an area for which analyses are still pretty scarce, both because it is a young

industry and because it is between Software industry and creative industries (Lorenzen

and Frederiksen, 2008), that’s why we introduce main findings related with location

determinants of all these areas: Software industries, creative industries and Videogames

industry.

Firstly, regarding location analyses of Software industries, there are a widely literature

related to the location determinants across countries (e.g., Parthasarathy , 2004, for

India and Ó Riain, 1997, for Ireland). It’s a fact that this is an industry closely related to

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the networking and spillovers effects, which plays a relevant role on the location of

these firms. There are some studies that proof the benefits of networking as in Cassiman

and Veugelers (2002), which analyse the positive effect of the spillovers due to R&D

cooperation and how the external information flows affects positively to firms, to the

agency industry (linked to the computer industries in terms of information and

connections across firms), Arzaghi and Henderson (2008) show the positive effect of be

located in a same area in terms of productivity because the information plays a relevant

role. Furthermore, Morgan (2004) explains how the location of this type of firms matter,

since distance can destroy the capacity of communication technologies and information

where social intensity is combined with spatial range, also the fact that physical

proximity across these firms can be essential for some forms of knowledge exchange

and additionally charting the growth of innovation systems on the territory.

Secondly, empirical analyses about creative industries cover a wide range of activities,

both from manufacturing and services. As it is happening with computer industry, the

location determinants and clustering of this industry it is widely discussed at all levels,

as continental level (Boix et al., 2015, for European regions), for specific countries

(Cruz and Teixeira, 2014 for Portugal and Lazzeretti et al., 2012, for Spain and Italy),

and also at city (Catungal et al., 2009, for the Canadian city of Toronto) and

metropolitan levels (Coll-Martínez et al., 2016, for the Metropolitan Area of Barcelona).

All these papers share some common characteristics, showing that creative firms are

highly clustered, mostly localized in metropolitan areas, around medium and large

cities, cross borders and areas with huge concentration of creative and knowledge-based

activities, places with high tolerance and open environments and higher education at a

regional level, among others.

Thirdly, as stated before specific analyses for Videogames industries are quite scarce,

partially because these activities have been traditionally considered jointly with other

computer-related activities such as Software design. Additionally, these contributions

are quite heterogeneous and cover different areas about location determinants. In this

sense, whilst Johns (2006) focus on the importance of the networks in this industry in

order to demonstrate the utility of Global Production Network approaches and the

uneven impact on the globalization processes, other authors try to explain intraurban

determinants of computer games industry alongside with other types of creative firms

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(e.g., Murphy et al., 2015, for the specific case of Dublin) or to carry a broader

geographical approach in which clusters of different size are considered (e.g., Tschang

and Vang, 2008, for the U.S.).

3. Data and methodology

3.1 Data

Data used in this paper comes from two sources, Àrea de Cultura Digital (Institut

Català de les Empreses Culturals) and SABI (Sistema de Análisis de Balances

Ibéricos). The first one is a public institution from Catalan Government charged of

digital media activities like Videogames, books and music, among others; and the

second one uses data from the Mercantile Register. The data obtained for Software,

Videogames and editing electronics firms were from SABI Database, whilst

Videogames firms data were obtained from Àrea de Cultura Digital, which provides an

extensive list of Videogames firms obtained through day-to-day interaction of this

institution with firms operating in this industry, SABI allows to complete individual

data for each Videogames firm as number of employees, sales and assets, among other

characteristics while simultaneously it allows to obtain Software firms dataset.

Accordingly, for Videogames firms, we have carried out a matching between both

sources and, in some cases, we have contacted firms directly if firms listed in Àrea de

Cultura Digital were not compiled by SABI. Our final dataset is composed by 104

Videogames firms in Catalonia (25.15% of the Spanish total in 2015), although some of

them (17) do not have enough data to be georeferenced.8

As we indicate at the introductory section we focus on Metropolitan Area of Barcelona

(MAB, hereafter), located in Catalonia, northeast Spain. MAB (see Figure 1) covers an

area of 636 km2, has around 3,2 million inhabitants and includes 36 municipalities.9

8 Data provided from Generalitat de Catalunya. 9 Municipalities of MAB are Barcelona, l’Hospitalet de Llobregat, Badalona, Santa Coloma de Gramenet, Cornellà de Llobregat, Sant Cugat del Vallès, Sant Boi de Llobregat, Viladecans, el Prat de Llobregat, Castelldefels, Cerdanyola del Vallès, Esplugues de Llobregat, Gavà, Sant Feliu de Llobregat, Ripollet, Montcada i Reixac, Sant Adrià de Besòs, Sant Joan Despí, Barberà del Vallès, Sant Vicenç dels Horts, Sant Andreu de la Barca, Molins de Rei, Sant Just Desvern, Corbera de Llobregat, Badia del Vallès, Castellbisbal, Pallejà, Montgat, Cervelló, Tiana, Santa Coloma de Cervelló, Begues, Torrelles de Llobregat, el Papiol, Sant Climent de Llobregat, and la Palma de Cervelló. See http://www.amb.cat/ for details.

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Figure 1: Metropolitan Area of Barcelona (MAB)

Source: http://www.amb.cat/

The main reason that makes us concentrate and only analyse the firms situated on the

MAB is the highest number of firms situated around Barcelona. The number of these

firms From the 104 Videogames firms from our data set, 74 are located in the MAB (54

of them directly located in Barcelona city); capturing with our analysis more than 71%

of Videogames industry location patterns in Catalonia, also related to Software,

Videogames and editing electronics firms (hereafter SVE), there is a high number of

firms located in the MAB, 858 SVE firms including Videogames firms (see Figure 2

and 3 for Point maps and Figure 4 and 5 for Heat maps overview). Regard to our

dataset, 2 Videogames firms do not have physical headquarters and we have 15

Videogames firms with an unknown location (4 of them located in the MAB, but it was

impossible to obtain their location).

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Figure 2: Firms from SVE industry in the MAB

Source: SABI, Institut Català de les Empreses Culturals and own elaboration. Figure 3: Firms from Videogames industry in the MAB

Source: SABI, Institut Català de les Empreses Culturals and own elaboration.

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Figure 4: Heat map from SVE industry in the MAB

Source: SABI, Institut Català de les Empreses Culturals and own elaboration. Figure 5: Heat map from Videogames industry in the MAB

Source: SABI, Institut Català de les Empreses Culturals and own elaboration.

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Regard to the creative industries dataset, we used data from SABI using the

classification from Boix and Lazzeretti (2012) where they summarize several

classifications of creative industries made by cultural agencies and international expert

groups (i.e. OECD -Organisation for Economic Co-operation and Development , WIPO

– World International property Organization or the UNCTAD – United Nations

Conference on Trade and Development among others). According to this classification

we obtain 17 categories related to creative industries (see Table 1).

Table 1: Firms of Creative industries in the MAB

Industry/Classification

Acronym

Nº of firms

Share %

Advertising and related Services ADV 1218 15.59

Architecture and engineering AE 1587 20.31

Art and antiques trade ART 47 0.60

Crafts CR 49 0.63

Edition ED 538 6.89

Fashion FA 380 4.86

Graphic Arts GA 927 11.87

Heritage, Cultural sites and recreational Services HE 691 8.85

Investigation and development creative IDC 148 1.89

Jewellery, musical instruments, toys and games JEW 105 1.34

Music and music studies MU 74 0.95

Performing Arts PA 264 3.38

Photograph PHO 161 2.06

Radio and TV RTV 66 0.84

Software, Videogames and editing electronics SVE 858* 10.98

Specialized services design SSD 272 3.48

Video and film industries VFI 427 5.47

Total number of firms 7812 100.00 Source: SABI. (*) 4 firms from SVE are not georeferenced.

As we see in the table above, there are a total of 7812 creative firms in the MAB,

highlighting the high share on the number of firms with architecture and engineering

activities (more than 20% of total creative firms). In order to obtain a more reliable

creative firms dataset, firms whose physical address is not available, or not located

inside the MAB, or without data regarding number of employees, or extinguished are

not included in this dataset.10 From this classification we obtain the Category of SVE

10 Initially we obtain from the SABI Database 19229 firms (from Barcelona province, at NUTS 3 level), after the filter we have discarded 11491 firms between missing data and firms not located in the MAB. To

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firms, used in our analysis. Finally, in order to be plainer, in the next table there is a

firm’s summary sorting by firms with missing data and with all the data (see table 2).11

Table 2: Number of firms’ summary

Videogames firms (104) SVE firms (858) With all data With missing data With all data With missing data

Catalonia 87 17 No data* No data*

MAB 70 4 854 4

Barcelona 54 0 640 0

Source: Own elaboration. (*) We do not obtain the number of SVE firms for all Catalonia inasmuch as our analysis is focused in the MAB.

From each firm we will use the following data: location, age and number of employees.

3.2 Spatial autocorrelation (Moran’s I and LISA)

Next step is to focus in the spatial autocorrelation patterns in order to check whether

geographical position each firm is independent from location of the rest of firms

included in our dataset. As figure 2 suggests that there is some kind of spatial

dependence, we will analyse whether distribution of these firms is spatially

autocorrelated at urban level.

In order to calculate spatial autocorrelation we do need a spatial-neighbour matrix (W)

for the neighbouring criterion definition. In order to solve some data constraints we will

limit this analysis to firms located in Barcelona. Concretely, we will use

neighbourhoods of Barcelona (73) as geographical units. This W matrix can be

approached in several ways (k-nearest neighbours, contiguous neighbours, distance-

based neighbours among others), but considering that this is an intraurban analysis in

which districts are quite close to each other in a delimited space (Barcelona) we

considered that the most appropriate measure is contiguity; that is, two districts are

neighbours if they share a common border.

this dataset (7812) were included Videogames firms situated in the MAB (74) to Software, Videogames and editing electronics category, deleting duplicated firms. 11 To see the evolution of the SVE industry in the MAB and inside the city of Barcelona, this can be found in the Annex to this work (A1. and A2).

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Once W is identified, we calculate two measures of spatial autocorrelation: Moran’s I

(Moran, 1948) and the Local Index of Spatial Association (hereafter LISA). Values of

Moran’s Index indicate a negative spatial autocorrelation if they range from -1 to 0; a

positive spatial autocorrelation if they range between 0 and 1; and a random distribution

if they are around 0.

3.3 Nearest Neighbour Index (NNI)

The Nearest-Neighbour Index (NNI) is an indicator that compares mean of the observed

distance between each point (e.g., firms in this case) and its nearest neighbour with the

expected mean distance, assuming a random distribution. NNI is formulated as follows:

Where is the mean observed nearest neighbour distance, is the total number of

points and is the total area. The values of NNI are interpreted as follows: 0 shows a

clustered pattern, value 1 presents a randomly distribution of the points and values

higher to 2 shows a regularly dispersed pattern or uniform pattern. As this is a measure

widely used, there are numerous papers that uses, as an example, Rehák (2012) uses the

NNI among others in order to explain the level of spatial concentration of firms and

identify spatial clusters of firms in creative industries in Slovakia.

3.4 M-functions

M-functions allow capturing spatial clustering and are attracting attention of researchers

in a growing way. Nevertheless, there are some previous measures that deserve our

attention.

In order to understand well the M-function, it is important previously to highlight the

Ripley’s K. This function developed by Ripley (1976) computes density of any set of

points (i.e., firms) for a particular radius of distance in order to control if there is

clustering at certain distances. Hence, distance radius are calculated around every point,

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being that K(d) is the mean density of points for every distance radius (d) and this

density is divided by the mean density of points (n) in the whole area (a): n/a. At first

glance interpretation of Ripley’s K seems to be pretty similar to that of NNI, as

expected random values are compared with observed values. Concretely, if observed

values exceed expected values, there is a clustered pattern; and if observed values are

lower than expected ones, there is a dispersed pattern.

Later, M-functions were introduced by Marcon and Puech (2010) as a cumulative

function that gives the relative frequency of neighbours of a chosen type (denoted as )

up to every distance, compared to the same ratio in the whole study subject area. The

M-function is defined as follows:

Where is the total weight of points . With this function we can measure the

concentration of a certain industry around a given industry. It is noteworthy that in our

empirical application the variable will be the number of employees for each firm.

There are some examples of papers using the M-functions as a tool to explain the

agglomeration or dispersion patterns between industries, as an example, Moreno-

Monroy and Cruz (2015) use this distance-based methods for measure the

agglomeration patterns of formal and informal manufacturing activity within the

metropolitan area of Cali. Similarly, Coll-Martínez et al. (2016) analyse spatial patterns

of agglomeration of creative industries in the Metropolitan Area of Barcelona using M

and m functions. Values of these functions are represented in a plot indicating for each

distance an M-value, when this M-value is outside the confidence interval, indicates that

there is a presence of agglomeration (M-value in the upper part of the plot) or presence

of dispersion (M-value in the lower part of the plot) for each distance. When these

values are inside the confidence interval, the results are inconclusive (not significant).

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4. Results

4.1 Some descriptive statistics

In this section we will present some descriptive statistics about the SVE and

Videogames industry and we will compare them with the whole dataset of creative

firms.

Table 3: Statistical descriptive information

Mean

Standard Deviation

Max Min Rank Median

Videogames Industry Workers 21.3000 59.4680 400 1 399 5 Age 5.6857 4.7504 22 0 22 4 Number of firms 74 SVE Industry Workers 19.1405 75.5122 1329 1 1328 4 Age 13.0012 7.6389 62 0 62 12 Number of firms 858 Creative Industry Workers 10.8266 58.8732 2480 1 2479 2 Age 16.0288 9.6332 144 0 144 14 Number of firms 7812 Source: SABI, Institut Català de les Empreses Culturals and own elaboration.

Table 3 presents a set of descriptive statistics for SVE and Videogames industry and the

rest of creative industries situated in the MAB. Concretely, we include 74 firms with all

the data belonging to Videogames industry, 858 belonging to SVE industry and 7,812

firms from creative industries.12

Descriptive statistics show that Videogames industry is a young industry (5.686 years in

average) compared with the SVE industry (13.001) and whole creative industries

(16.029). Videogames industry also includes bigger firms (21.300 employees in

average) than SVE industry (19.141) and whole creative industries (10.827).

Nevertheless, this difference is mainly due to a couple of Videogames firms larger than

200 employees. In any case, the maximum number of employees in Videogames

industry is 400 (for SVE is 1329), whilst in the creative industries is 2.480 employees.

12 These firms (Videogames and SVE Firms) are obtained from firm’s data with age and number of workers available, firms with missing in these values were not included in the analysis.

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On the contrary, the minimum values are the same for all industries (1 employee). In

terms of age, the oldest Videogames firm is 22 years old and the oldest SVE firm is 62

years old while for all the creative firms, the oldest firm is from XIX century (144 years

old). The median values for Videogames industry are 4 for both variables (years and

workers), for SVE industry are 4 and 12 and whilst for the creative industries are 2 and

14 respectively.

Previous data shows that Videogames industry is a young industry that has a huge

potential growth.

4.2 Agglomeration of Software & Videogames industry

Nearest Neighbour Index

Table 4 shows data for the Nearest Neighbour Index (hereafter NNI) as well as

additional spatial information.

First and second column of Table 4 use all firms of the sample (854 SVE firms,

including Videogames firms and in the second column 70 Videogames firms, all located

in the MAB) and then the NNI values when dividing Videogames firms sample in terms

in age (smaller/younger than 6 years old) and size (bigger/smaller than 3 employees).13

In terms of whole number of firms, our results show a clearly agglomeration pattern for

both industries with a NNI value of 0.3342 for all SVE firms and 0.4766 for

Videogames firms (this indicates that SVE firms are more concentrated than

Videogames firms). Let’s say, given that number of Videogames firms and the spatial

area of the MAB whilst the expected (random) distance among closest firms is 0.015,

real distance is only 0.007.

13 The cut point of firm’s age was obtained by median whereas that in the size case, we considered that firms with more than 3 employees are not small firms for this type of industry (the median for the size is in 5 employees).

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Videogames firms Age Videogames firms Size

All SVE firms Videogames firms

Old firms (more than 6 years)

New firms (5 years or less)

Big firms (more than 3 workers)

Small firms (3 workers or less)

Average observed distance 0.00166 0.00730 0.01306 0.00896 0.01921 0.01005

Average expected distance 0.00496 0.01532 0.02071 0.01901 0.02274 0.01846

Nearest neighbour index 0.33428 0.47660 0.63081 0.47140 0.84070 0.54472

Number of observations 854 70 34 36 25 45

Z-Value -37.21748 -8.37739 -4.11767 -6.06745 -1.52290 -5.84268 Source: Own elaboration

Table 4: Nearest Neighbour Index from SVE & Videogames Industry in the MAB.

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Additionally, when we sort by Videogames firm age we get an interesting result,

showing that older firms (0.6308) are less agglomerated that newer ones (0.4714). That

result may indicate a different behaviour from new firms that tend to be located closer

to each other than older firms. This was an expected result, inasmuch as these new firms

are looking for places where the information and knowledge are shared and more open

environments (firm’s incubators, and technological research centres, among others) in

order to obtain a spillover effects.

Finally, we sort by Videogames firm size and we obtain as well an expected result, as

smaller firms (up to 3 employees) show a higher agglomeration pattern (0.5447) than

the bigger ones (0.8407). These results indicate that small firms are looking for places

closer to each other than bigger firms do. In line with age results, this is an expected

effect, as these firms will choose open areas and sites where share is easier, in order to

benefit from spillover effects and knowledge from other Videogames firms.

It is important to mention the link between size and age, as young firms are smaller than

old ones. Therefore, our results reveal that in Videogames industry, small and young

firms will be more concentrated and allocated closer each other than bigger and older

firms.

Moran’s I and LISA

In this section we calculate both global (Moran’s I) and local (LISA) measures of spatial

autocorrelation for SVE firms and Videogames firms. It is important to notice the

limitation of our analysis as we focus only in Videogames and SVE firms located inside

the city of Barcelona, without considering those located in the rest of the MAB (next

step is to include them).14 In order to calculate spatial autocorrelation we divide the city

of Barcelona in 73 neighbourhoods, as these are the main administrative units used by

city council. Concretely, there are 640 SVE firms (including Videogames firms) located

in Barcelona city of 54 are Videogames firms, as shown in Table 5, most of them

clustered at Eixample and Sant Martí districts.

14 We restrict the spatial scope due to some data constraints.

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Table 5: Districts, Neighbourhoods (No.) and number of firms by Neighbourhood.

Source: Own elaboration. Note: The neighbourhood names list is in the Annex (Table A3).

District No. No. SVE firms

No. Videogames firms District No.

No. SVE firms

No. Videogames firms

District No. No. SVE firms

No. Videogames firms

Ciutat Vella 1 4 1 26 62 4 51 0 0

2 8 0 27 9 1 52 2 0

3 0 0 Gràcia 28 7 0 53 0 0

4 6 0 29 1 0 54 0 0

Eixample 5 8 0 30 6 0 55 0 0

6 12 0 31 25 2 56 0 0

7 107 8 32 10 1 Sant Andreu 57 0 0

8 52 4 Horta-Guinardó 33 12 0 58 0 0

9 32 3 34 1 0 59 1 0

10 13 0 35 2 0 60 3 1

Sants-Montjuïc 11 1 0 36 2 0 61 10 3

12 3 0 37 0 0 62 2 1

13 2 0 38 1 0 63 2 0

14 2 0 39 0 0 Sant Martí 64 6 1

15 2 0 40 1 0 65 4 0

16 2 0 41 7 1 66 37 4

17 4 0 42 0 0 67 10 1

18 6 1 43 3 1 68 15 1

Les Corts 19 43 4 Nou Barris 44 2 1 69 16 2

20 7 0 45 3 0 70 1 0

21 10 0 46 1 0 71 15 5

Sarrià-Sant Gervasi 22 0 0 47 0 0 72 3 0

23 10 0 48 7 2 73 0 0

24 6 0 49 0 0

25 11 1 50 0 0 TOTAL 640 54

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Figure 6 shows local spatial autocorrelation (LISA) for the SVE firms at city-

neighbourhood level.15 This local approach highlights the high-high local spatial

autocorrelation existent in the Eixample district and surroundings, indicating the high

number of SVE firms located in these areas. The Ciutat Vella district presents a low-

high local spatial autocorrelation, indicating the small number of SVE firms located

there (compared with neighbouring districts). Is interesting to notice the low-low local

spatial autocorrelation existent in the north part of Nou Barris and Horta Guinardó

districts, indicating the negative local spatial autocorrelation of this part of Barcelona

city (places with low number of SVE firms compared to their neighbouring districts).

Figure 6: LISA for Barcelona city neighbourhoods (SVE firms)

Source: Own elaboration.

Figure 7 shows local spatial autocorrelation (LISA) for Videogames firms at city-

neighbourhood level.16 This local approach highlights the high-high local spatial

autocorrelation existent in the Eixample district (concretely the neigbourhoods of

Antiga Esquerra de l’Eixample, la Dreta de l’Eixample) the neigbourhoods of Sant

Gervasi–Galvany, Vila de Gràcia, el Camp d'en Grassot i Gràcia Nova and also

Poblenou neighbourhood, this implies that the number of Videogames firms in these

15 We have used a 0.05 significance level and 499 permutations. 16 We have used a 0.05 significance level and 499 permutations.

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neighborhoods is high when compared with the number of Videogames firms in

adjacent neighborhoods. The neighbourhoods of el Camp de l'Arpa del Clot and la

Guineueta have a high-low local spatial autocorrelation an as before, this result

indicates that neighbourhoods have a large number of firms surrounded by other where

the number of firms is small. Results indicate also significant values for el Barri Gòtic,

Sant Pere, Santa Caterina I la Ribera , el Fort Pienc, la Sagrada Família, les Tres Torres,

Sant Antoni and el Camp de l'Arpa del Clot, where there is a low-high effect (i.e.,

neighbourhoods with a low number a firms surrounded by adjacent districts with a large

number of firms).

Figure 7: LISA for Barcelona city neighbourhoods (Videogames firms)

Source: Own elaboration.

In terms of the global measure of spatial autocorrelation (Moran’s I), for the SVE firms

case main results show a positive value (0.3617) indicating a positive spatial

autocorrelation for these firms at neighbourhood level in Barcelona, this also implies an

agglomeration effect of this industry at neighbourhood level in the city, indicating that

these firms are not random distributed or dispersed within Barcelona. Related to

Videogames firms, main results show a pattern close to a random distribution but

positive (0.1680). In any case, these are preliminary results that deserve additional work

to be done.

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M-functions

In order to do an extensive analysis of the Videogames industry agglomeration patterns,

we show the intra-industry effect of Videogames and SVE industry and a set of inter-

industry effects. In order to carry out the analysis we will compare Videogames

industries with those of the creative industries. Additionally, we will go deeper into

some specific creative industries (Advertising and related services, Edition, Graphic

Arts, Software, Videogames and editing electronics and Video and Film industries) that

we guess that may be collocated with Videogames industries17. Firstly we will analyse

intra-industry effects and secondly inter-industry effects.

Figure 8 and 9 portraits the graphs of the M-function related to the SVE and

Videogames intra-industry effect respectively. Concretely, for the SVE firms, M-

function indicates that these firms present a high concentration (high M-values). Related

to Videogames firms, this graph also presents a high concentration until approximately

1000 meters radius. According to that evidence we may argue that SVE and

Videogames firms are agglomerated.

Figure 8: Intra-Industry agglomeration Software, Videogames and editing electronics industry

Source: Own elaboration.

17 All calculations are made at 0.05 significance level using 150 simulations.

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Figure 9: Intra-Industry agglomeration Videogames industry

Source: Own elaboration.

Now we will analyse the inter-industry effects of the SVE firms with all the creative

firms, figures A4. and A5. show the M-functions in which SVE firms are compared

with all the creative firms. 18 The results indicate a statistically significant dispersed

effect in the first tram of the radius, indicating that SVE firms tend to be dispersed in

terms of respective partner and vice versa.

Next we will compare Videogames industry with all the creative industries and also

with some specific creative industries. Concretely, figures A6. and A7. show the M-

functions in which Videogames industry are compared with all the creative industries.

Results indicate a statistically significant dispersed effect in the first tram of the radius,

indicating that both industries tend to be dispersed in terms of respective partner.

Analysis of SVE industries and Advertising and related services is shown in figures A8.

and A9. For this pair of industries our results indicate that there is a slightly

agglomeration pattern of this industry in terms of respective pattern for values situated

18 All the figures related to inter-industry effects are in the Annex.

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in the middle part of the radius (5000 meters approximately) as M-function values are

significant. Analysis of Videogames industries and Advertising and related services is

shown in figures A10. and A11. For this pair of industries our results indicate that there

are not agglomeration or dispersion patterns as M-function values are not significant.

Analysis of SVE industries and Edition is shown in figures A12. and A13. Results are

pretty similar to previous ones as there is no evidence of agglomeration (M-function

values are not significant). Analysis of Videogames industries and Edition is shown in

figures A14. and A15. The results are in line with previous ones: there is no evidence of

significant agglomeration.

Figures A16. and A17. show analysis of SVE industries and Graphic arts. The results

indicate a statistically significant dispersed effect in the first tram of the radius (until

6000 meters), indicating that both industries tend to be dispersed in terms of respective

partner and vice versa. Figures A18. and A19. show analyses of Videogames industries

and Graphic arts. The results are in line with the comparison of this industry with

Edition: there is no evidence of significant agglomeration.

Figures A20. and A21. show analysis of SVE industries and Video and Film industries.

For this pair of industries M-function indicates that there is evidence of agglomeration

in both ways (in the figure 26 this effect is slightly around 10000 meters of radius).

Figures A22. and A23. show analysis of Videogames industries and Video and Film

industries. For this pair of industries M-function indicates that there is evidence of

agglomeration Video and Film industries around Videogames industries, but only

slightly in the opposite way.

Finally, we analyse the case of Videogames industries and SVE without Videogames

firms, the result is shown in figures A24. and A25., being the results there is no

evidence of significant agglomeration between SVE and Videogames firms.

To conclude, in the next table we present a summary of all the M-function results (see

table 6).

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Table 6: Inter-Industry and Intra-industry effects summary.

Categories SVE Firms Videogames

Firms

All Creative Dispersion Dispersion

ADV Agglomeration Not significant

ED Not significant Not significant

GA Dispersion Not significant

VFI Agglomeration Agglomeration

SVE Agglomeration(*) Not significant

Videogames Not significant Agglomeration(*)

Source: Own elaboration. (*) These fields represent the Intra-industry effect. Note: ADV (Advertising and Related Services), ED (Edition), GA (Graphic Arts), VFI (Video and Film industries) and SVE (Software, Videogames, and editing electronics). In this table are summarized all the results obtained regard to the M-functions intra-

industry effects and inter-industry effects. We observed that both industries

(Videogames and SVE) are agglomerated themselves, whereas that both also are

dispersed when we compare them with all the creative firms. These results glimpse that

these type of firms apparently are not attracted by other creative firm when we treat

these as a whole. Focus in particular cases, we observe the existence of an

agglomeration pattern of both industries with Video and film industries, where these

industries are agglomerated each other. Additionally, in the case of SVE firms, we

observe a dispersion pattern of these firms with Graphic Arts, indicating that both

industries are located away each other and an agglomeration pattern of SVE firms with

Advertising and related services, suggesting that these industries are agglomerated each

other.

5. Conclusions

Consistent with the main tenets of recent empirical literature analysing location patterns

of specific industries at a very detailed geographical levels, this paper shows that SVE

and Videogames industries follow similar patterns of other service industries as they

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tend to cluster around some areas of the Metropolitan Area of Barcelona as a whole, and

the Barcelona city centre in particular. We have focused these industries in view of its

strategic relevance for more developed economies and also because they use to cluster

in and around big urban areas (i.e., Metropolitan Area of Barcelona hosts around 67%

of Videogames firms operating in Catalonia) attired by creative know-how

environment, skilled workforce, educational institutions providing specialised training

programs and worldwide professional events as Barcelona Games World 2016.

However, very few is known about their specific location patterns and, specially, about

whether they tend to co-locate close other creative industries.

Our results show that firms characteristics partially help to explain their location

preferences, as smaller / younger behave in a different way than bigger / older.

Concretely, for Videogames industry small and young firms show a more concentrated

pattern. Additionally, we have tested whether location of firms for these industries is

spatially autocorrelated, both using global (Moran’s I) and local measures (LISA). In

this sense, Moran’s I indicates a moderate spatial correlation for SVE industries, whilst

for Videogames industry evidence is even smaller. Nevertheless, local measures are of

big interest as they highlight some similarities and differences for both industries. On

the one side, main similarities arise from high-high correlation patterns at central

neighbourhoods (mainly around Barcelona’s main axis, Diagonal avenue) and at 22@

neighbourhood, an area where Barcelona’s city council has promoted a cluster of high-

tech firms. One the other side, main differences are in term of low-low areas, as while

for SVE industry there is a big are at low-income districts located NE of the city, there

is no a similar phenomena for Videogames, for which there is no any low-low

significant area.

M-function results validate previous conclusions from spatial autocorrelation measures

and suggest further insights for both industries. Concretely, they allow contextualizing

SVE and Videogames industries in terms of creative industries location patterns. In this

sense, both industries are not clustered around the whole range of creative industries.

Going deeper into creative industries classification show that patterns differ between

SVE and Videogames industries. Namely, whilst for the former there is a significant

clusterization pattern with Advertising and related services and Video and film

industries and a dispersion pattern with Graphic arts; for the later there is neither

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clusterization or dispersion pattern (except for Video and film industries). These results

indicate that inter-industry interactions of SVE and Videogames industries are quite

specific and exist only for some creative activities.

Our results have important implications for policies aiming to attract and encourage

local development of firms from SVE and Videogames industries, as these results

provide some key facts about locational preferences for firms in these industries.

Although both industries are concentrated in and around Metropolitan Area of

Barcelona, concentration of Videogames industry is noticeable in Barcelona city centre

and, specially, around two subcentres located at i) both sides of Diagonal avenue and ii)

22@ district. In this sense, it is important that policy makers take into account these

firms’ preferences in order to provide some specific services that could make Barcelona

even a more appealing destination for them. As Videogames industry is rapidly growing

worldwide, the challenge for local policy makers is to continue attiring new firms and

related activities that could enhance competitiveness of Barcelona’s cluster.

Obviously, this analysis suffers from some limitations which have to be solved in future

research. Firstly, as we focus on official definition of Metropolitan Area of Barcelona

we consider 36 municipalities, but there are alternative classifications of the same area

made up from a functional point of view that (e.g., 165 municipalities according to

Spanish Ministry of Development (Ministerio de Fomento)19. Secondly, as these are

very dynamic industries it is not clear at all whether all firms are being captured in our

datasets. Therefore, we aim to check whether our results still hold after taken into

account these issues.

We will leave for further research the analysis of whether our conclusions hold for

alternative definitions of the Metropolitan Area of Barcelona. In any case, our results

provide a clear picture of location pattern of SVE and Videogames industries using the

most standard geographical grouping around Barcelona. Additionally, spatial

autocorrelation will be also extended for the whole area.

19 “Las Grandes Áreas Urbanas y sus municipios 2015”. Source: http://www.fomento.gob.es/NR/ rdonlyres/416CE7FD-A6B0-431D-881B-D1F07664795E/133984/listado__2015_2.pdf

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7. ANNEX

A1. Evolution of the number of SVE firms in the MAB. Year 1995 1998 2000 2004 2008 2012 2015 No of firms 142 212 280 440 629 814 854* *Firms with all data (See table 2).

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A2. Evolution of the number of SVE firms in the city of Barcelona.

Year 1995 1998 2000 2004 2008 2012 2015 No of firms 121 176 230 338 479 608 640* *Firms with all data (See table 2).

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Table A3. Barcelona Neighborhood name list. No. Neighborhood No. Neighborhood No. Neighborhood

1 el Raval 26 Sant Gervasi - Galvany 51 Verdun

2 el Barri Gòtic 27 el Putxet i el Farró 52 la Prosperitat

3 la Barceloneta 28 Vallcarca i els Penitents 53 la Trinitat Nova

4 Sant Pere, Santa Caterina i la Ribera 29 el Coll 54 Torre Baró

5 el Fort Pienc 30 la Salut 55 Ciutat Meridiana

6 la Sagrada Família 31 la Vila de Gràcia 56 Vallbona

7 la Dreta de l'Eixample 32

el Camp d'en Grassot i Gràcia Nova 57 la Trinitat Vella

8 l'Antiga Esquerra de l'Eixample 33 el Baix Guinardó 58 Baró de Viver

9 la Nova Esquerra de l'Eixample 34 Can Baró 59 el Bon Pastor

10 Sant Antoni 35 el Guinardó 60 Sant Andreu

11 el Poble Sec 36 la Font d'en Fargues 61 la Sagrera

12 la Marina del Prat Vermell 37 el Carmel 62 el Congrés i els Indians

13 la Marina de Port 38 la Teixonera 63 Navas

14 la Font de la Guatlla 39 Sant Genís dels Agudells 64 el Camp de l'Arpa del Clot

15 Hostafrancs 40 Montbau 65 el Clot

16 la Bordeta 41 la Vall d'Hebron 66

el Parc i la Llacuna del Poblenou

17 Sants - Badal 42 la Clota 67 la Vila Olímpica del Poblenou

18 Sants 43 Horta 68 el Poblenou

19 les Corts 44

Vilapicina i la Torre Llobeta

69 Diagonal Mar i el Front Marítim del Poblenou

20 la Maternitat i Sant Ramon 45 Porta 70 el Besòs i el Maresme

21 Pedralbes 46 el Turó de la Peira 71 Provençals del Poblenou

22 Vallvidrera, el Tibidabo i les Planes 47 Can Peguera 72 Sant Martí de Provençals

23 Sarrià 48 la Guineueta 73 la Verneda i la Pau

24 les Tres Torres 49 Canyelles

25 Sant Gervasi - la Bonanova 50 les Roquetes

Source: Ajuntament de Barcelona.

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Figure A4. Inter-Industry agglomeration Software, Videogames and editing electronics vs. Creative

Source: Own elaboration. Figure A5. Inter-Industry agglomeration Creative vs. Software, Videogames and

editing electronics

Source: Own elaboration.

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Figure A6. Inter-Industry agglomeration Videogames vs. Creative

Source: Own elaboration. Figure A7. Inter-Industry agglomeration Creative vs. Videogames

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Source: Own elaboration. Figure A8. Inter-Industry agglomeration Software, Videogames and editing electronics vs. Advertising and related services

Source: Own elaboration. Figure A9. Inter-Industry agglomeration Advertising and related services vs. Software, Videogames and editing electronics

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Source: Own elaboration. Figure A10. Inter-Industry agglomeration Videogames vs. Advertising and related services

Source: Own elaboration. Figure A11. Inter-Industry agglomeration Advertising and related services vs. Videogames

Source: Own elaboration.

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Figure A12. Inter-Industry agglomeration Software, Videogames and editing electronics vs. Edition

Source: Own elaboration. Figure A13. Inter-Industry agglomeration Edition vs. Software, Videogames and editing electronics

Source: Own elaboration.

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Figure A14. Inter-Industry agglomeration Videogames vs. Edition

Source: Own elaboration.

Figure A15. Inter-Industry agglomeration Edition vs. Videogames

Source: Own elaboration.

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Figure A16. Inter-Industry agglomeration Software, Videogames and editing electronics vs. Graphic Arts

Source: Own elaboration. Figure A17. Inter-Industry agglomeration. Graphic Arts vs. Software, Videogames and editing electronics

Source: Own elaboration.

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Figure A18. Inter-Industry agglomeration Videogames vs. Graphic Arts

Source: Own elaboration. Figure A19. Inter-Industry agglomeration Graphic Arts vs. Videogames

Source: Own elaboration.

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Figure A20. Inter-Industry agglomeration Software, Videogames and editing electronics vs. Video and Film industries

Source: Own elaboration. Figure A21. Inter-Industry agglomeration Video and Film industries vs. Software, Videogames and editing electronics

Source: Own elaboration.

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Figure A22. Inter-Industry agglomeration Videogames vs. Video and Film industries

Source: Own elaboration. Figure A23. Inter-Industry agglomeration Video and Film industries vs. Videogames

Source: Own elaboration.

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Figure A24. Inter-Industry agglomeration Videogames vs. Software, Videogames and editing electronics (Without Videogames firms)

Source: Own elaboration. Figure A25. Inter-Industry agglomeration Software, Videogames and editing electronics (Without Videogames firms) vs. Videogames

Source: Own elaboration.