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Digitised value chains in the creative industries: Is there a convergence of Swiss film and game production?
8 references·3 citing·39 second hop
Digitised value chains in the creative industries: Is there a convergence of Swiss film and game production? (2020)Digitised value chains in the creative in…Mapping the Creative Value Chains: A study on the economy of culture in the digital age (2017)Mapping the Creative Value Ch…Introduction to the special issue “Cultural industries and transmedia in a time of convergence: Modes of engagement and participation” (2016)Introduction to the special i…Value Creation in the Video Game Industry: Industry Economics, Consumer Benefits, and Research Opportunities (2013)Value Creation in the Video G…Encyclopedia of Case Study Research (2010)Encyclopedia of Case Study Re…The Motion Picture Industry: Critical Issues in Practice, Current Research, and New Research Directions (2006)The Motion Picture Industry: …The Production of Culture Perspective (2004)The Production of Culture Per…Why 1955? Explaining the advent of rock music (1990)Why 1955? Explaining the adve…Competitive advantage, creating and sustaining superior performance (1985)Competitive advantage, creati…Digital transformation of creative industries: challenges, opportunities and the role of digital tools (2025)Digital transformation of cre…INFORMATION AND COMMUNICATION TECHNOLOGIES SECTOR DEVELOPMENT AS A FACTOR OF FORMING CREATIVE INDUSTRIES IN THE EUROPEAN UNION COUNTRIES: EXPERIENCE OF THE STRUCTURAL TRANSFORMATION FOR UKRAINE (2023)INFORMATION AND COMMUNICATION…Challenges and Opportunities Post Pandemic of Organizational Ergonomics to Promote the Social Sustainability in Cultural and Creative Industries: A Critical Review and Future Research Agenda (2022)Challenges and Opportunities …Hedonic Consumption: Emerging Concepts, Methods and Propositions (1982)Flow: the psychology of optimal experience (1990)Platform Competition in Two-Sided Markets (2003)A dual identification framework of online multiplayer video games: The case of massively multiplayer online role playing games (MMORPGs) (2014)Analyzing the influence of electronic word of mouth on visit intention: the mediating role of tourists’ attitude and city image (2016)Not all digital word of mouth is created equal: Understanding the respective impact of consumer reviews and microblogs on new product success (2016)Cycles in Symbol Production: The Case of Popular Music (1975)Sound Effects: Youth, Leisure, and the Politics of Rock `n' Roll. (1982)Innovation and Diversity in the Popular Music Industry, 1969 to 1990 (1992)Producing Artistic Value: The Case of Rock Music (1994)The Social Construction of Reality (1967)The Iron Cage Revisited: Institutional Isomorphism and Collective Rationality in Organizational Fields (1983)The iron cage revisited institutional isomorphism and collective rationality in organizational fields (2004)Problems in comparative research: The example of omnivorousness (2005)Bourdieu, the media and cultural production (2006)Class Advantage, Commitment Penalty (2016)The Experiential Aspects of Consumption: Consumer Fantasies, Feelings, and Fun (1982)The Effect of Word of Mouth on Sales: Online Book Reviews (2006)The Power of Stars: Do Star Actors Drive the Success of Movies? (2007)Dynamic Effects among Movie Ratings, Movie Revenues, and Viewer Satisfaction (2009)Textual poachers : television fans & participatory culture (1992)Creative Strategies in Social Media Marketing: An Exploratory Study of Branded Social Content and Consumer Engagement (2014)Spreadable Media: Creating Value and Meaning in a Networked Culture (2014)Sobre el concepto de alfabetización transmedia en el ámbito educativo. Una revisión de la literatura (2018)THE RELATIONSHIP OF STAFFING PRACTICES TO ORGANIZATIONAL LEVEL MEASURES OF PERFORMANCE (1993)Social Sustainability: A New Conceptual Framework (2017)Effect of Coronavirus disease (COVID-19) to tourism industry (2020)The digital transformation of business models in the creative industries: A holistic framework and emerging trends (2018)The next wave of digital technological change and the cultural industries (2018)When technology shapes community in the Cultural and Craft Industries: Understanding virtual entrepreneurship in online ecosystems (2018)Exploring the relative lack of impact of research on ‘ability grouping’ in England: a discourse analytic account (2016)Preregistering qualitative research (2019)Online Education and the COVID-19 Outbreak: A Case Study of Online Teaching during Lockdown (2021)The Path between Personality, Self-Efficacy, and Shopping Regarding Games Apps (2019)Korean webtoons and collective innovation: expanding Europe's creative industries through competitive localization (2020)Music as Intangible Cultural Heritage (2021)Exploring internal stickiness: Impediments to the transfer of best practice within the firm (1996)Value creation in E‐business (2001)Authentic leadership development: Getting to the root of positive forms of leadership (2005)
this work references cited by second hop

References

  • 1985Competitive advantage, creating and sustaining superior performance10,284 cited
  • 2010Encyclopedia of Case Study Research1,236 cited
  • 2004The Production of Culture Perspective705 cited
  • 2006The Motion Picture Industry: Critical Issues in Practice, Current Research, and New Research Directions548 cited
  • 2013Value Creation in the Video Game Industry: Industry Economics, Consumer Benefits, and Research Opportunities346 cited
  • 1990Why 1955? Explaining the advent of rock music289 cited
  • 2017Mapping the Creative Value Chains: A study on the economy of culture in the digital age39 cited
  • 2016Introduction to the special issue “Cultural industries and transmedia in a time of convergence: Modes of engagement and participation”9 cited

Cited by

  • 2022Challenges and Opportunities Post Pandemic of Organizational Ergonomics to Promote the Social Sustainability in Cultural and Creative Industries: A Critical Review and Future Research Agenda6 cited
  • 2025Digital transformation of creative industries: challenges, opportunities and the role of digital tools4 cited
  • 2023INFORMATION AND COMMUNICATION TECHNOLOGIES SECTOR DEVELOPMENT AS A FACTOR OF FORMING CREATIVE INDUSTRIES IN THE EUROPEAN UNION COUNTRIES: EXPERIENCE OF THE STRUCTURAL TRANSFORMATION FOR UKRAINE4 cited

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