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Creative Industries Across Cultural Borders: The Case of Video Games in Asia
15 references·0 citing·28 second hop
Creative Industries Across Cultural Borders: The Case of Video Games in Asia (2009)Creative Industries Across Cultural Borde…The long tail: why the future of business is selling less of more (2007)The long tail: why the future…Balancing the Tensions Between Rationalization and Creativity in the Video Games Industry (2007)Balancing the Tensions Betwee…The Rise of the Creative Class: And How It's Transforming Work, Leisure, Community and Everyday Life (2003)The Rise of the Creative Clas…Rethinking Media Change (2003)Rethinking Media ChangeQuentin Tarantino’s Star Wars? Digital Cinema, Media Convergence, and Participatory Culture (2003)Quentin Tarantino’s Star Wars…Hardware gimmick or cultural innovation? Technological, cultural, and social foundations of the Japanese video game industry (2003)Hardware gimmick or cultural …The rise of the creative class: and how it's transforming work, leisure, community and everyday life (2002)The rise of the creative clas…Cool Projects, Boring Institutions: Temporary Collaboration in Social Context (2002)Cool Projects, Boring Institu…The Creative Economy: How People Make Money From Ideas (2001)The Creative Economy: How Peo…Creative industries: contracts between art and commerce (2000)Creative industries: contract…Implications of a Systems Perspective for the Study of Creativity (1998)Implications of a Systems Per…Handbook of Creativity (1998)Handbook of CreativityMastering the Dynamics of Innovation (1996)Mastering the Dynamics of Inn…Mastering the dynamics of innovation (1995)Mastering the dynamics of inn…Creating minds: an anatomy of creativity seen through the lives of Freud, Einstein, Picasso, Stravinsky, Eliot, Graham, and Gandhi (1994)Creating minds: an anatomy of…Outline of a Theory of Practice (1977)Communities of Practice (1998)Communities of practice learning, meaning, and identity (1999)Clusters and knowledge: local buzz, global pipelines and the process of knowledge creation (2004)The Geography of Innovation: Regional Innovation Systems (2009)Constructing Regional Advantage: Platform Policies Based on Related Variety and Differentiated Knowledge Bases (2011)Recent Evolutionary Theorizing About Economic Change (2000)The Incumbent's Curse? Incumbency, Size, and Radical Product Innovation (2000)Innovation in Governance and Public Services: Past and Present (2005)From Cultural to Creative Industries: Theory, Industry and Policy Implications (2002)Educating for innovation (2006)Die Gesellschaft der Singularitäten (2018)In the Social Factory? (2008)Let a Thousand Flowers Bloom? An Early Look at Large Numbers of Software App Developers and Patterns of Innovation (2011)Cities and the Creative Class (2005)Struggling with the Creative Class (2005)Role of social media in online travel information search (2009)Impact of Online Consumer Reviews on Sales: The Moderating Role of Product and Consumer Characteristics (2010)Organizing for Innovation in the Digitized World (2012)Organizing for Radical Product Innovation: The Overlooked Role of Willingness to Cannibalize (1998)Shaping the Next One Hundred Years: New Methods for Quantitative, Long-Term Policy Analysis (2003)In Praise of Convergent Thinking (2006)Toward a broader conception of creativity: A case for "mini-c" creativity. (2007)The dual pathway to creativity model: Creative ideation as a function of flexibility and persistence (2010)Affect and Creativity at Work (2005)A meta-analysis of 25 years of mood-creativity research: Hedonic tone, activation, or regulatory focus? (2008)The role of technology in the shift towards open innovation: the case of Procter & Gamble (2006)Be creative: making a living in the new culture industries (2017)
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References

  • 2002The rise of the creative class: and how it's transforming work, leisure, community and everyday life6,488 cited
  • 2003The Rise of the Creative Class: And How It's Transforming Work, Leisure, Community and Everyday Life3,718 cited
  • 2007The long tail: why the future of business is selling less of more2,868 cited
  • 1996Mastering the Dynamics of Innovation2,500 cited
  • 1998Handbook of Creativity2,407 cited
  • 2000Creative industries: contracts between art and commerce1,956 cited
  • 2001The Creative Economy: How People Make Money From Ideas1,928 cited
  • 1998Implications of a Systems Perspective for the Study of Creativity1,500 cited
  • 1995Mastering the dynamics of innovation1,274 cited
  • 2002Cool Projects, Boring Institutions: Temporary Collaboration in Social Context855 cited
  • 1994Creating minds: an anatomy of creativity seen through the lives of Freud, Einstein, Picasso, Stravinsky, Eliot, Graham, and Gandhi640 cited
  • 2007Balancing the Tensions Between Rationalization and Creativity in the Video Games Industry339 cited
  • 2003Hardware gimmick or cultural innovation? Technological, cultural, and social foundations of the Japanese video game industry219 cited
  • 2003Rethinking Media Change136 cited
  • 2003

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Quentin Tarantino’s Star Wars? Digital Cinema, Media Convergence, and Participatory Culture
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