03331cam a2200397 i 450000100090000000300040000900500170001300600180003000700150004800800410006301000170010402000270012102000300014802000310017804000280020904200080023705000240024508200300026924501210029926400480042030000220046833600260049033700260051633800360054249000630057850400510064150507370069252009700142958800820239965000520248165000230253370000330255670000410258977601640263085601390279423777038OSt20250310121059.0m |o d | cr_|||||||||||240712s2025 enk ob 001 0 eng  a 2024028702 a9781032714462q(ebook) z9781032714424q(hardback) z9781032714479q(paperback) aDLCbengcDLCerdadDLC apcc00aHD9999b.C9472 202504a338.4/77223/eng/2024071200aBusiness model innovation in creative and cultural industries /cedited by Pierre Roy and Estelle Pellegrin-Boucher. 1aLondon ;aNew York, NY :bRoutledge,c2025. a1 online resource atextbtxt2rdacontent acomputerbc2rdamedia aonline resourcebcr2rdacarrier0 aRoutledge research in the creative and cultural industries aIncludes bibliographical references and index. a1. 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. a"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"--cProvided by publisher. aDescription based on print version record and CIP data provided by publisher. 0aCultural industriesxTechnological innovations. 0aBusiness planning.1 aRoy, Pierre,d1979-eeditor.1 aPellegrin-Boucher, Estelle,eeditor.08iPrint version:tBusiness model innovation in creative and cultural industriesdAbingdon, Oxon ; New York, NY : Routledge, 2025z9781032714424w(DLC) 2024028701 uhttps://research.ebsco.com/linkprocessor/plink?id=45f4f5ea-d7a8-31ff-8bbf-ae918fbc9ed6yPresione aquí para acceder libro en línea.