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The whole landscape of research in urban studies was revolutionized by the publication of Richard Florida’s The Rise of the Creative Class in 2002, and his subsequent book entitled The Flight of the Creative Class has helped to maintain a decade-long explosion of interest in the field. While these two books examine the creative class in the context of the United States, research has emerged which investigates the creative class worldwide. This book brings together detailed studies of the creative class in cities across the globe, examining the impact of the creative class on growth and development. The countries covered include the United Kingdom, the Netherlands, Germany, Australia, China, Japan and Canada, in addition to the United States. Taken together, the contributions deepen our understanding of the creative class and the various factors that affect regional development, highlighting the similarities and differences between the creative class and economic development across countries. This book will be of great interest to scholars of economic geography, regional economics, urban sociology and cultural policy, as well as policy makers involved in urban development.
This collection brings together international experts from different continents to examine creativity and innovation in the cultural economy. In doing so, the collection provides a unique contemporary resource for researchers and advanced students. As a whole, the collection addresses creativity and innovation in a broad organizational field of knowledge relationships and transactions. In considering key issues and debates from across this developing arena of the global knowledge economy, the collection pursues an interdisciplinary approach that encompasses Management, Geography, Economics, Sociology and Cultural Studies.
This book discusses creative industries from the perspectives of economics, management, psychology, law, geography, and policy. The book combines views on how creativity is turned into economic, business and social value, as well as contemporary trends, digital technologies and creative industries in emerging economies such as China and India
Of all the job titles listed in the opening and closing screen credits, producer is certainly the most amorphous. There are businessmen (and women)-producers, writer-director- and movie-star-producers; producers who work for the studio; executive producers whose reputation and industry clout alone gets a project financed (though their day-to-day participation in the project may be negligible). The job title, regardless of the actual work involved, warrants a great deal of prestige in the film business; it is the credited producers, after all, who collect the Oscar for Best Picture. But what producers do and what they don’t or won’t do varies from project to project. Producing is the firs...
International contributors provide the first examination of the growing subject of regional knowledge-economy development. Illustrated by data and 'stylized' accounts, the international contributors chart the evolution of knowledge economies, questioning the way in which they work and criticize accepted theories and inform how places can cope in the knowledge economy. Based in concept on Cooke's Knowledge Economies (Routledge, 2002), Regional Development in the Knowledge Economy is a well-grounded work exploring this increasingly important theme with relevance to innovation systems and related economic development literature.
Analyses the economic development of cities from the 'cultural economy' and 'creative industry' perspectives.
Prior to the arrival of the Sega Genesis, video games were still largely considered "kid stuff," but with a far more mature and eclectic range of titles, and an understanding of what gamers wanted, Sega and its Genesis/Mega Drive console began to shift the expectations for what gaming could be. Never scared to innovate, Sega's impact on the industry continues to this day through the games they originally developed and the technology their consoles pushed into the mainstream. Featuring interviews with the creators of over 40 games on the Sega Genesis console including Sonic the Hedgehog 2, Altered Beast, Aladdin, Earthworm Jim and NHL 95, this book gives a behind-the-scenes look at the creation of some of the influential, iconic, and sometimes forgotten games on Sega's most important contribution to the game industry. The interviewees reveal the challenges of working with mega publishers, the uncertainties of public reception, and the creative processes that produced some of the 16-bit era's classic titles.