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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
71

Populärmusik, kluster och industriell konkurrenskraft : En ekonomisk-geografisk studie av svensk musikindustri / Popular music, clusters, and industrial competitiveness

Hallencreutz, Daniel January 2002 (has links)
<p>The economic importance of design-intensive and cultural-products industries has grown in recent decades. One case in point is Sweden, where internationally competitive industries have emerged in areas such as multimedia, fashion, and music. During the 1990s, research in economic geography and related disciplines concerned with the link between geographical location and competitive advantage has found an important source of inspiration in the cluster approach. The thesis examines the relationship between spatial clustering and industrial competitive-ness by undertaking a series of empirical studies that explore various dimensions of the Swedish music industry. The thesis demonstrates that the Swedish music industry embraces a multitude of actors in a complex, spatially clustered production system characterised by dense social networks, which transcend individual firms. Processes and mechanisms that have enhanced the creation and diffusion of strategic knowledge as well as co-operative competition further promote the competitiveness of this cluster. Moreover, the thesis demonstrates that it is necessary to carefully consider the relation between the local milieu and the global music industrial production and distribution system in order to fully understand competitiveness in the music industry. Finally, the thesis examines how the cluster concept has been put into practice in Swedish industrial and regional policies concerning cultural industries.</p>
72

Populärmusik, kluster och industriell konkurrenskraft : En ekonomisk-geografisk studie av svensk musikindustri / Popular music, clusters, and industrial competitiveness

Hallencreutz, Daniel January 2002 (has links)
The economic importance of design-intensive and cultural-products industries has grown in recent decades. One case in point is Sweden, where internationally competitive industries have emerged in areas such as multimedia, fashion, and music. During the 1990s, research in economic geography and related disciplines concerned with the link between geographical location and competitive advantage has found an important source of inspiration in the cluster approach. The thesis examines the relationship between spatial clustering and industrial competitive-ness by undertaking a series of empirical studies that explore various dimensions of the Swedish music industry. The thesis demonstrates that the Swedish music industry embraces a multitude of actors in a complex, spatially clustered production system characterised by dense social networks, which transcend individual firms. Processes and mechanisms that have enhanced the creation and diffusion of strategic knowledge as well as co-operative competition further promote the competitiveness of this cluster. Moreover, the thesis demonstrates that it is necessary to carefully consider the relation between the local milieu and the global music industrial production and distribution system in order to fully understand competitiveness in the music industry. Finally, the thesis examines how the cluster concept has been put into practice in Swedish industrial and regional policies concerning cultural industries.
73

L'esprit du Fjord : les répercussions de "La Fabuleuse Histoire d'un Royaume" vues du point de vue du développement local /

Perron, René. January 1993 (has links)
Mémoire (M.E.S.R.) --Université du Québec à Chicoutimi, 1993. / Document électronique également accessible en format PDF. CaQCU
74

Du mythe au jeu : approche anthropo-communicationnelle du Nord : des récits médiévaux scandinaves au MMORPG Age of Conan : Hyborian Adventures / From Myth to Game : anthropo-Communicational Approach of the North : from the Medieval Scandinavian Stories to the MMORPG Age of Conan : Hyborian Adventures

Di Filippo, Laurent 04 November 2016 (has links)
Un rhinocéros Berserker, des hordes de Vanir déferlant sur la Cimmérie, le fils d’Ymir emprisonné... les références aux récits médiévaux scandinaves couramment désignés par les termes « mythes nordiques » sont nombreuses dans le jeu de rôle en ligne massivement multi-joueurs Age of Conan: Hyborian Adventures. Mais, comment des éléments issus de sources presque millénaires sont-ils devenus des composantes d’une production vidéoludique contemporaine ? À partir de ce cas d’étude, l’auteur de ce travail s’intéresse, de façon plus générale, aux phénomènes culturels et à leurs dynamiques à travers leurs processus de transmission, de manifestation et d’appropriation. Pour ce faire, il s’appuie sur une démarche qualitative et empirique à la croisée des Sciences de l’information et de la communication et des Études scandinaves afin de développer une approche anthropo-communicationnelle, fortement imprégnée par les travaux en Anthropologie. Celle-ci se fonde sur une méthodologie à la fois linguistique, socio-historique, d’observation participante sur le temps long et un suivi de veille sur le temps très long. Elle permet de constater que, des manuscrits médiévaux aux jeux vidéo en ligne, en passant par la littérature de fantasy américaine des années 1930, le sens donné aux références aux ressources culturelles du passé est sans cesse transformé et construit en fonction de la situation dans laquelle elles sont manifestées. Ces dynamiques culturelles s’inscrivent alors au cœur de la problématique du changement et de la permanence et mettent en lumière les constructions d’un imaginaire du commun tout en remettant au centre de la réflexion le travail des acteurs / A berserker rhinoceros, hordes of Vanir swarming upon Cimmeria, Ymir’s son imprisoned … references to the medieval scandinavian stories often designated as « Norse myths » are numerous in the massively multi-player online rôle playing game Age of Conan: Hyborian Adventures. But, how could elements coming from sources which are almost a thousand years old become parts of a contemporary videogame ? From this case study, the author of this work takes a more general interest in cultural phenomenons and their dynamics through their transmission, manifestation and appropriation processes. In order to do this, he leans on a qualitative and empirical research which articulates communication studies with scandinavian studies in order to build an anthropo-communicational approach, which is strongly influenced by Anthropology. This approach is based on a multi-layered methodology which includes linguistics, socio-historical method, long term participant observation and very long term information monitoring. It allows to observe that, from the medieval manuscripts to online video games, through american fantasy literature from the 1930’s, the significations which people give to past cultural ressources are always transformed and built according to the situation in which they are expressed. Such cultural dynamics fall within the heart of research questions about change and permanence and highlight the ways by which an imaginary of the common is built at the same time as it puts the work of the social actors at the center of the reflection
75

Kreatívna ekonomika a jej reflexia vo verejných politikách na Slovensku / Creative Economy and its Reflection in Public Policies in Slovakia

Zlatá, Denisa January 2018 (has links)
The dissertation is an attempt to culturologically view the development of cultural policy in the context of the knowledge society and the related socio-economic processes of the knowledge and creative economy that are part of the new economy. The new economy is a term that encompasses specific types of economies whose common denominator is a combination of a new form of organization and decision-making processes of economic subjects with links to technological and non-technological innovation as well as the development of human resources. The aim of the thesis is to analyze the development of cultural and creative industries concepts and their application to cultural policy and other related public policies. At the same time, the aim of this work is a case study on the current situation in the development of the concepts of cultural and creative industries in relation to the analyzed concepts and their reflection in public policies in Slovakia.
76

Indústria cultural e música : reestruturação da indústria fonográfica e o mercado da música em Sergipe

Varjão, Demétrio Rodrigues 30 June 2014 (has links)
Conselho Nacional de Desenvolvimento Científico e Tecnológico / The objective of this study is to analyze the effect of changes occurring in the music industry in recent decades on the market shows in the state of Sergipe, from the analysis of the strategic realignment of the major labels and the performance of key players operating in this market the state and local entertainment companies. The central issue is to resume their theoretical and conceptual elements order developed under the Political Economy of Communication and Culture (EPC) to propose an abstract analytical model that allows to describe the structure of the music of Sergipe market from its multiplicity of elements determinants, hierarchical and conflict between its main agents relationships. The results show how the state and capital work in strengthening the market shows in Sergipe, seeking to ensure the conditions for accumulation and maintenance of political and ideological domination. In this sense, represented an improvement on the model of |supply chain| approach that has had some prominence in developing analyzes of the music market, which, however, faces the shortcomings of a topical, partial analysis. / O objetivo deste trabalho consiste em analisar o efeito das transformações ocorridas na indústria da música nas últimas décadas sobre o mercado de shows no estado de Sergipe, a partir da análise da readequação estratégica das grandes gravadoras e da atuação dos principais agentes que atuam no neste mercado, o Estado e empresas locais de entretenimento. A questão central é retomar elementos de ordem teórico-conceitual desenvolvidas no âmbito da Economia Política da Comunicação e da Cultura (EPC) para propor um modelo analítico abstrato, que possibilite descrever a estrutura do mercado da música de Sergipe a partir da sua multiplicidade de elementos determinantes, relações hierárquicas e de contradição entre os seus principais agentes. Os resultados evidenciam como o Estado e o capital atuam no fortalecimento do mercado de shows em Sergipe, buscando assegurar as condições para acumulação e manutenção da dominação político-ideológica. Nesse sentido, representou um avanço em relação ao modelo da cadeia produtiva , abordagem que tem tido certa proeminência no desenvolvimento de análises do mercado da música, que, no entanto, esbarra nas insuficiências de uma análise tópica, parcial.
77

Postavení videoherního průmyslu mezi kreativními průmysly v České republice / The position of video game industry among the creative industries in the Czech Republic

Roubíčková, Anna January 2015 (has links)
The diploma thesis entitled "The position of video game industry among the creative industries in the Czech Republic" brings up a complex view on the Czech video game market. It has been created based on data acquired from numerous local and international scientific studies and also using interviews with selected representatives of the Czech video game market. It has turned out that the Czech video game industry builds up its economical position step by step. Its year-on-year turnover grows and thus gradually counts up to even larger portion of the return of cultural and creative industries. This happens spontaneously, without systematic support from the national or local governments. However, such a support is common in other European countries. Interested parties that play a part in the Czech video game market would be (according to conducted interviews) very interested in this kind of support, mainly in form of tax relief and the promotion of local developers abroad (which would also bring foreign investors into the country). Thus, the claim that the implementation of institutional support of Czech video game would solve its two most acute problems, is valid. All addressed representatives (coming from different segments of video game market) have confirmed that these two issues are the lack of financial and marketing support. In case these barriers of market development are removed, the process of growth of the Czech video game market as a strong member of the industry would speed up significantly. All abovementioned facts, along with other aspects of the problematics, are reflected in SOAR analysis that brings the thesis to an end.
78

Conflicting Urban Regeneration in the Context of a New Political and Economic Order: The Example of the Former Bicycle Factory Rog in Ljubljana, Slovenia

Ehrlich, Kornelia 30 March 2021 (has links)
No description available.
79

The Animation Industry: Technological Changes, Production Challenge, and Glogal Shifts

Yoon, Hyejin 05 September 2008 (has links)
No description available.
80

Cultural Globalization and Filmmaking Sojourners: Transnational Film Co-production in East Asia / 文化グローバル化と映画製作のソジョーナ:東アジアにおける国際映画共同製作

Kim, Suhyun 25 March 2024 (has links)
京都大学 / 新制・課程博士 / 博士(文学) / 甲第25045号 / 文博第950号 / 新制||文||743(附属図書館) / 京都大学大学院文学研究科行動文化学専攻 / (主査)准教授 Stephane Heim, 教授 Mitsuyo Wada-Marciano, 准教授 丸山 里美, 教授 松田 素二 / 学位規則第4条第1項該当 / Doctor of Agricultural Science / Kyoto University / DGAM

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