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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/10013092102
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/10012719727
The goal of this paper is to analyze the behavior 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/10011979419
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/10005019033
Computer games (video games) are becoming increasingly popular way to relax, or even to maintain social relationships with other people. However, they are not just only entertainment. Treated as a mass media become a source of income, knowledge and social problems, which may distort the reality...
Persistent link: https://www.econbiz.de/10009422090
More and more people around the world are using computer (video) games. The development of the gaming industry means increasing of its complexity in all aspects. Not only is the content represented in games continuously differentiating, but we also see the increasing diversity among their...
Persistent link: https://www.econbiz.de/10009422101
From a representative survey of 2,000 French individuals, we study whether consumption of music through streaming services, such as Spotify or YouTube, is a substitute or a complement to other music consumption modes such as CD, pay-downloads or live music. Controlling for the taste for music,...
Persistent link: https://www.econbiz.de/10014171640
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/10014175603
This paper adopts the industrial capabilities argument and the concept of revealed comparative advantage as the basis for evaluating the competitiveness of the UK creative industries in sustaining export growth. The empirical results have revealed a heterogeneous nature of the economic linkages...
Persistent link: https://www.econbiz.de/10014212379
Libraries tend to be associated with books, but in practice they have lent a variety of media to meet the interests and media practices of their users. Early in the twentieth century, public libraries circulated images, e.g. photographs, prints, and lantern slides. They also lent music scores...
Persistent link: https://www.econbiz.de/10014212477