Digital technologies have transformed the way many creative works are generated, disseminated and used. They have made cultural products more accessible, challenged established business models and the copyright system, and blurred the boundary between producers and consumers. This unique resource presents an up-to-date overview of academic research on the impact of digitization in the creative sector of the economy. In 37 chapters, this coherent volume brings together contributions by experts on many aspects of digitization in the creative industries. With its interdisciplinary approach and detailed studies of digitization in the arts, media and cultural industries, the Handbook provides accessible material for a range of courses. It will be thought-provoking reading for academics, researchers, students and policy-makers interested in progress in the creative economy.
Bibliography, etc. Note
Includes bibliographical references and index.
Formatted Contents Note
Introduction Part I: Perspectives on Digitization in the Creative Economy - 1. General Purpose Technologies. 2. Reining in Those Unstoppably Rising Costs. 3 Evolutionary Perspectives. 4. Space and Place. 5. Business Models. 6. Dynamic Competition and Ambidexterity. 7. From Prosumption to Produsage. 8. Consumption Patterns. 9. Digital Divide Part II: Development of Technologies in the Creative Economy - 10. Copying Technologies. 11. Technological Change and Cultural Production. 12. Media Convergence. 13. Has Digitization Delivered? Fact and Fiction in Digital TV Broadcasting Part III: Policy and Copyright Issues in the Digital Creative Economy - 14. Cultural Policy. 15. Measuring the Creative Economy. 16. International Trade in Audiovisual Products. 17. Copyright Law. 18. Copyright Law and Royalty Contracts. 19. Copyright and Competition Policy. 20. Collective Copyright Management. 21. Copyright Levies Part IV: Copyright and Digitization: Empirical Evidence - 22. Empirical Evidence on Copyright. 23. Internet Piracy: The Estimated Impact on Sales. 24. Artists, Authors’ Rights and Copyright. 25. New Opportunities for Authors. 26. Orphan Works Part V: Creative Industry Studies - 27. Performing Arts. 28. Art Markets. 29. Museums. 30. Publishing. 31. eBook and Book Publishing. 32. Academic Publishing and Open Access. 33. News. 34. Digital Music. 35. Film. 36. Broadcasting. 37. Games and Entertainment Software.