| 000 | 03385cam a2200421 i 4500 | ||
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| 001 | 23777038 | ||
| 003 | OSt | ||
| 005 | 20250310121059.0 | ||
| 006 | m |o d | | ||
| 007 | cr_||||||||||| | ||
| 008 | 240712s2025 enk ob 001 0 eng | ||
| 010 | _a 2024028702 | ||
| 020 |
_a9781032714462 _q(ebook) |
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| 020 |
_z9781032714424 _q(hardback) |
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| 020 |
_z9781032714479 _q(paperback) |
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| 040 |
_aDLC _beng _cDLC _erda _dDLC |
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| 042 | _apcc | ||
| 050 | 0 | 0 |
_aHD9999 _b.C9472 2025 |
| 082 | 0 | 4 |
_a338.4/77 _223/eng/20240712 |
| 245 | 0 | 0 |
_aBusiness model innovation in creative and cultural industries / _cedited by Pierre Roy and Estelle Pellegrin-Boucher. |
| 264 | 1 |
_aLondon ; _aNew York, NY : _bRoutledge, _c2025. |
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| 300 | _a1 online resource | ||
| 336 |
_atext _btxt _2rdacontent |
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| 337 |
_acomputer _bc _2rdamedia |
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| 338 |
_aonline resource _bcr _2rdacarrier |
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| 490 | 0 | _aRoutledge research in the creative and cultural industries | |
| 504 | _aIncludes bibliographical references and index. | ||
| 505 | _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. | ||
| 520 |
_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. |
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| 588 | _aDescription based on print version record and CIP data provided by publisher. | ||
| 650 | 0 |
_aCultural industries _xTechnological innovations. |
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| 650 | 0 | _aBusiness planning. | |
| 700 | 1 |
_aRoy, Pierre, _d1979- _eeditor. |
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| 700 | 1 |
_aPellegrin-Boucher, Estelle, _eeditor. |
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| 776 | 0 | 8 |
_iPrint version: _tBusiness model innovation in creative and cultural industries _dAbingdon, Oxon ; New York, NY : Routledge, 2025 _z9781032714424 _w(DLC) 2024028701 |
| 856 |
_uhttps://research.ebsco.com/linkprocessor/plink?id=45f4f5ea-d7a8-31ff-8bbf-ae918fbc9ed6 _yPresione aquí para acceder libro en línea. |
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| 942 |
_2lcc _c29 |
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| 999 |
_c303459 _d303459 |
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