Showing 1 - 10 of 1,025
Wzrost popularności gier typu „Second Life” przyczynił się nie tylko do znacznych przemian w rozwoju branży rozrywki elektronicznej. Upowszechnianie Games 2.0, nowego nurtu produkcji gier wideo które z założenia mają stanowić wirtualne światy zawierające treści tworzone przez...
Persistent link: https://www.econbiz.de/10010317279
This paper analyses the role of creative industries in affecting an economy's innovation performance. We conducted a survey of more than 2,000 creative industry enterprises from Austria which are defined by a combination of sector affiliation and the degree of creativity of the services they...
Persistent link: https://www.econbiz.de/10010298691
In den vergangenen Jahren hat sich die Kreativwirtschaft - Medien, Information und Kommunikation sowie Kultur - in Deutschland deutlich überdurchschnittlich entwickelt, und ihre Konzentration auf die großen Stadtregionen ist weiter gestiegen. Unter den sieben führenden kreativwirtschaftlichen...
Persistent link: https://www.econbiz.de/10011601745
The goal of this paper is to analyze the behaviour of digital music consumers on the Internet. Using clickstream data on a panel of more than 16,000 European consumers, we estimate the effects of illegal downloading and legal streaming on the legal purchases of digital music. Our results suggest...
Persistent link: https://www.econbiz.de/10012055309
Z gier komputerowych (wideo) korzysta coraz więcej ludzi na całym świecie. Rozwój branży gier oznacza wzrastającą jej złożoność we wszystkich płaszczyznach. Nie tylko stale różnicują się treści przedstawiane w grach, ale też rośnie zróżnicowanie ich twórców,...
Persistent link: https://www.econbiz.de/10010317281
Advances in information and communications technologies (ICTs) and new business models have widened opportunities for trade in digitized ideas, shaping global value chains and production networks in cultural or creative goods and services. However, much of this trade has eluded conventional...
Persistent link: https://www.econbiz.de/10011521705
Do contributions to online content platforms induce a feedback loop of ever more user-generated content or will they discourage future contributions? To assess this, we use a randomized field experiment which added content to some pages in Wikipedia while leaving similar pages unchanged. We find...
Persistent link: https://www.econbiz.de/10011985216
We review the economics of superstars, originally developed for stars in traditional media, and discuss whether they are applicable for the (allegedly) novel phenomenon of stars in social media (influencer, micro-celebrities). Moreover, we analyse potentially new factors for creating social...
Persistent link: https://www.econbiz.de/10011995125
Does advertising revenue increase or diminish content differentiation in media markets? This paper shows that an increase in the technically feasible number of ad breaks per video leads to an increase in content differentiation between several thousand YouTube channels. I exploit two...
Persistent link: https://www.econbiz.de/10012102347
The importance of user-generated content is growing as media consumption is moving online; yet, investigations of media bias on user-generated content platforms are rare. We develop a novel procedure to detect coverage bias - i.e., bias in the amount of coverage certain topics or issues receive -...
Persistent link: https://www.econbiz.de/10012420379