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Business model innovation in creative and cultural industries / edited by Pierre Roy and Estelle Pellegrin-Boucher.

Colaborador(es): Series Routledge research in the creative and cultural industriesEditor: London ; New York, NY : Routledge, 2025Descripción: 1 online resourceTipo de contenido:
  • text
Tipo de medio:
  • computer
Tipo de soporte:
  • online resource
ISBN:
  • 9781032714462
Tema(s): Formatos físicos adicionales: Print version:: Business model innovation in creative and cultural industriesClasificación CDD:
  • 338.4/77 23/eng/20240712
Clasificación LoC:
  • HD9999 .C9472 2025
Contenidos:
1. Introduction and Book Overview -- 2. Open Business Models in the Music Industry: Lessons from the Transformation of Record Companies -- 3. Business Model Evolution and Board Game Ecosystem Expansion: The Asmodee Case -- 4. A Sustainable Business Model in the Fashion Industry -- 5. The Long Tail Business Model in Publishing: The Case of Hachette’s Romance Division in France -- 6. The Role of Multi‑Sided Business Models in Managing Creative Ecosystems: The Case of the Online Video Game Industry -- 7. Luxury Business Model Innovation: The Case of Hennessy -- 8. Business Model Innovation in the Film Industry -- 9. Building an Open Business Model Between Competitors: A Case Study from the Architecture Industry -- Index.
Resumen: "Business model innovation occurs when an organisation discovers a new way of creating revenues or profits via its products or services. This book examines the concept as it applies across the creative and cultural industries in practice. The book examines market, social and political environments which impact creative and cultural organizations' business models, such as sustainability, new forms of competition, digitalization and data management, emerging technologies like AI, and shifting social trends and lifestyles. The book not only analyses these influences but also presents best practices, key success factors, and compelling case studies. Employing a case study format, a range of creative or cultural sectors are analysed, including fashion, architecture and gaming. The result is a book which delivers value for researchers, advanced students and reflective practitioners involved in the creative economy around the world"-- Provided by publisher.
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Imagen de cubierta Tipo de ítem Biblioteca actual Biblioteca de origen Colección Ubicación en estantería Signatura topográfica Materiales especificados Info Vol URL Copia número Estado Notas Fecha de vencimiento Código de barras Reserva de ítems Prioridad de la cola de reserva de ejemplar Reservas para cursos
Libro electrónico Biblioteca de Mayagüez Acceso en línea HD9999 .C9472 2025 (Navegar estantería(Abre debajo)) Ebook Disponible 50000003298469
Total de reservas: 0

Includes bibliographical references and index.

1. Introduction and Book Overview -- 2. Open Business Models in the Music Industry: Lessons from the Transformation of Record Companies -- 3. Business Model Evolution and Board Game Ecosystem Expansion: The Asmodee Case -- 4. A Sustainable Business Model in the Fashion Industry -- 5. The Long Tail Business Model in Publishing: The Case of Hachette’s Romance Division in France -- 6. The Role of Multi‑Sided Business Models in Managing Creative Ecosystems: The Case of the Online Video Game Industry --
7. Luxury Business Model Innovation: The Case of Hennessy -- 8. Business Model Innovation in the Film Industry -- 9. Building an Open Business Model Between Competitors: A Case Study from the Architecture Industry -- Index.

"Business model innovation occurs when an organisation discovers a new way of creating revenues or profits via its products or services. This book examines the concept as it applies across the creative and cultural industries in practice. The book examines market, social and political environments which impact creative and cultural organizations' business models, such as sustainability, new forms of competition, digitalization and data management, emerging technologies like AI, and shifting social trends and lifestyles. The book not only analyses these influences but also presents best practices, key success factors, and compelling case studies. Employing a case study format, a range of creative or cultural sectors are analysed, including fashion, architecture and gaming. The result is a book which delivers value for researchers, advanced students and reflective practitioners involved in the creative economy around the world"-- Provided by publisher.

Description based on print version record and CIP data provided by publisher.

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