Who Is Gone after an Acquisition? Evidence from the U.S. Video Game Industry

Johannes Loh, Pooyan Khashabi, Jörg Claussen, Tobias Kretschmer

Research output: Contribution to conferencePaperResearchpeer-review

Abstract

It is well-known that acquisitions frequently result in failures. Aiming at exploring possible reasons for this underperformance, we investigate the determinants of exit after their employer is assets. Drawing on a strategic human capital perspective, we argue that acquisitions may disrupt the complementary between an employee’s skills and employer’s activities, impacting the productivity in the value creation process and driving mobility decisions. Using data from the U.S. video game industry we find strong evidence that a higher degree of disruption translates into a higher likelihood of employee exit after an acquisition, and that an employee’s skill specialization acts as an important moderator for this relationship.
Original languageEnglish
Publication date2019
Number of pages41
Publication statusPublished - 2019
EventDRUID19 Conference - Copenhagen Business School, Frederiksberg, Denmark
Duration: 19 Jun 201921 Jun 2019
Conference number: 41
https://conference.druid.dk/Druid/?confId=59

Conference

ConferenceDRUID19 Conference
Number41
LocationCopenhagen Business School
CountryDenmark
CityFrederiksberg
Period19/06/201921/06/2019
Internet address

Cite this

Loh, J., Khashabi, P., Claussen, J., & Kretschmer, T. (2019). Who Is Gone after an Acquisition? Evidence from the U.S. Video Game Industry. Paper presented at DRUID19 Conference, Frederiksberg, Denmark.
Loh, Johannes ; Khashabi, Pooyan ; Claussen, Jörg ; Kretschmer, Tobias. / Who Is Gone after an Acquisition? Evidence from the U.S. Video Game Industry. Paper presented at DRUID19 Conference, Frederiksberg, Denmark.41 p.
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Loh, J, Khashabi, P, Claussen, J & Kretschmer, T 2019, 'Who Is Gone after an Acquisition? Evidence from the U.S. Video Game Industry' Paper presented at, Frederiksberg, Denmark, 19/06/2019 - 21/06/2019, .

Who Is Gone after an Acquisition? Evidence from the U.S. Video Game Industry. / Loh, Johannes; Khashabi, Pooyan; Claussen, Jörg; Kretschmer, Tobias.

2019. Paper presented at DRUID19 Conference, Frederiksberg, Denmark.

Research output: Contribution to conferencePaperResearchpeer-review

TY - CONF

T1 - Who Is Gone after an Acquisition?

T2 - Evidence from the U.S. Video Game Industry

AU - Loh, Johannes

AU - Khashabi, Pooyan

AU - Claussen, Jörg

AU - Kretschmer, Tobias

PY - 2019

Y1 - 2019

N2 - It is well-known that acquisitions frequently result in failures. Aiming at exploring possible reasons for this underperformance, we investigate the determinants of exit after their employer is assets. Drawing on a strategic human capital perspective, we argue that acquisitions may disrupt the complementary between an employee’s skills and employer’s activities, impacting the productivity in the value creation process and driving mobility decisions. Using data from the U.S. video game industry we find strong evidence that a higher degree of disruption translates into a higher likelihood of employee exit after an acquisition, and that an employee’s skill specialization acts as an important moderator for this relationship.

AB - It is well-known that acquisitions frequently result in failures. Aiming at exploring possible reasons for this underperformance, we investigate the determinants of exit after their employer is assets. Drawing on a strategic human capital perspective, we argue that acquisitions may disrupt the complementary between an employee’s skills and employer’s activities, impacting the productivity in the value creation process and driving mobility decisions. Using data from the U.S. video game industry we find strong evidence that a higher degree of disruption translates into a higher likelihood of employee exit after an acquisition, and that an employee’s skill specialization acts as an important moderator for this relationship.

M3 - Paper

ER -

Loh J, Khashabi P, Claussen J, Kretschmer T. Who Is Gone after an Acquisition? Evidence from the U.S. Video Game Industry. 2019. Paper presented at DRUID19 Conference, Frederiksberg, Denmark.