The Race for Innovation in the Media and Content Industries: Legacy Players and Newcomers: Lessons for Policy Makers from the Video Game and Cinema Industries.
How do media industries innovate? How can they compete with powerful competitors from the information technology world? The article focuses on the video game and cinema industries. The findings reveal their contrasting specific forms of innovation and provide a fresh understanding of its twofold nat...
| Publicado en: | Journal of Arts Management, Law & Society Vol. 47; no. 5; pp. 346 - 361 |
|---|---|
| Autores principales: | , , |
| Formato: | Artículo |
| Publicado: |
Taylor & Francis Ltd
2017
|
| Materias: | |
| Acceso en línea: | Ver este registro en EBSCOhost |
| fields | @attributes: recordID: 1 pdfLink: plink: https://search.ebscohost.com/login.aspx?direct=true&db=hlh&AN=126497101&site=ehost-live header: @attributes: shortDbName: hlh uiTerm: 126497101 longDbName: Humanities International Complete uiTag: AN controlInfo: bkinfo: jinfo: jid: 10632921 ARM jtl: Journal of Arts Management, Law & Society issn: 10632921 maglogo: N pubinfo: dt: 2017 vid: 47 iid: 5 pid: 377 pub: Taylor & Francis Ltd artinfo: ui: 126497101 10.1080/10632921.2017.1366382 ppf: 346 ppct: 15 formats: fmt: – @attributes: type: T – @attributes: type: P size: 482KB tig: atl: The Race for Innovation in the Media and Content Industries: Legacy Players and Newcomers: Lessons for Policy Makers from the Video Game and Cinema Industries. aug: au: Benghozi, Pierre-Jean Salvador, Elisa Simon, Jean-Paul affil: I3-CRG, Ecole Polytechnique, CNRS, Paris, France ESSCA School of Management, Paris, France JPS Public Policy Consulting, Seville, Spain su: Mass media industry Economic competition Video game industry Motion picture industry Digital technology sug: subj: Mass media industry Economic competition Video game industry Motion picture industry Digital technology keyword: Cinema industry creative industries intermediaries R&D and innovation video game industry ab: How do media industries innovate? How can they compete with powerful competitors from the information technology world? The article focuses on the video game and cinema industries. The findings reveal their contrasting specific forms of innovation and provide a fresh understanding of its twofold nature in these industries. It does not boil down to simply creating new content but is increasingly open to the investment and integration of technologies. The evolution of the development models and the changes brought by technology raise questions about how to (re)consider the role of public intervention in these industries. pubtype: Academic Journal doctype: Article src: R language: English refInfo: copyright: @attributes: flag: Y custom: Copyright of Journal of Arts Management, Law & Society is the property of Taylor & Francis Ltd and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. item: Journal of Arts Management, Law & Society holder: Taylor & Francis Ltd dt: @attributes: year: 2017 holdings: @attributes: islocal: N |
|---|