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The race for innovation in the media and content industries: Legacy players and newcomers. Lessons for policy makers from the video game and cinema industries

Author

Listed:
  • Pierre-Jean Benghozi

    (X-DEP-MIE - Département de Management de l'Innovation et Entreprenariat de l'École polytechnique - X - École polytechnique)

  • Elisa Salvador

    (ESSCA - Ecole Supérieure des Sciences Commerciales d'Angers)

  • Jean-Paul Simon

Abstract

How do media industries innovate? And how can they compete with powerful new competitors from the information technology world? Innovation is usually linked with high-tech, and "creativity" is associated to media and content industries (MCIs), even if these industries rely on various technologies. The article focuses on the video game and cinema industries. It presents the contrasting specific forms of innovation from these two selected industries. Cultural public policies have always been designed mainly to support the production of creative content and generate social welfare instead of focusing on technological innovations. In the last decades, all these industries underwent significant transformations of their production processes, not to mention the transformation due to the introduction of computers within the firms. The findings raised by recent studies provide a fresh understanding of the nature of innovation, and its place in these industries that does not boil down to simply creating new content. Instead, economic dynamics have recently been opened in creative and cultural companies: a regular capacity for innovation is observable. The paper blends a general outlook that sets the scene of the transformations these industries have gone through with some selected case studies to highlight some innovative elements. The evolution of the development models and the changes brought by technology raise questions about how to (re)consider the role of public intervention in the cultural and creative industries (CCIs).

Suggested Citation

  • Pierre-Jean Benghozi & Elisa Salvador & Jean-Paul Simon, 2017. "The race for innovation in the media and content industries: Legacy players and newcomers. Lessons for policy makers from the video game and cinema industries," Post-Print hal-02110043, HAL.
  • Handle: RePEc:hal:journl:hal-02110043
    Note: View the original document on HAL open archive server: https://hal.science/hal-02110043
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    References listed on IDEAS

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    1. Pierre-Jean Benghozi & Elisa Salvador, 2016. "How and Where the R&D Takes Place in Creative Industries? Digital Investment Strategies of the Book Publishing Sector," Post-Print hal-02078881, HAL.
    2. Allan Watson & Calvin Taylor, 2014. "Invisible Agents and hidden Protagonists: Rethinking Creative Cities Policy," European Planning Studies, Taylor & Francis Journals, vol. 22(12), pages 2429-2435, December.
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    4. Doreen Jakob & Bas van Heur, 2015. "Editorial: Taking Matters into Third Hands: Intermediaries and the Organization of the Creative Economy," Regional Studies, Taylor & Francis Journals, vol. 49(3), pages 357-361, March.
    5. Sophie De Vinck & Sven Lindmark, 2012. "Statistical, Ecosystems and Competitiveness Analysis of the Media and Content Industries: The Film Sector," JRC Research Reports JRC69525, Joint Research Centre.
    6. Gawer, Annabelle, 2014. "Bridging differing perspectives on technological platforms: Toward an integrative framework," Research Policy, Elsevier, vol. 43(7), pages 1239-1249.
    7. Pierre-Jean Benghozi & Elisa Salvador, 2014. "Are traditional industrial partnerships so strategic for research spin-off development? Some evidence from the Italian case," Entrepreneurship & Regional Development, Taylor & Francis Journals, vol. 26(1-2), pages 47-79, April.
    8. Pierre-Jean Benghozi & Elisa Salvador, 2015. "Technological innovation and R&D. The disregarded dimension of the creative industries: the case of book publishing," Economia della Cultura, Società editrice il Mulino, issue 2, pages 255-268.
    9. Jean-Paul Simon & Pierre-Jean Benghozi & Elisa Salvador, 2015. "The new middlemen of the digital age: the case of cinema," Post-Print hal-02522184, HAL.
    10. Jong H Wi, 2009. "Innovation and Strategy of Online Games," World Scientific Books, World Scientific Publishing Co. Pte. Ltd., number p626, January.
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    Cited by:

    1. Pierre-Jean Benghozi & Elisa Salvador & Jean-Paul Simon, 2018. "The race for innovation in the media and content industries: legacy players and newcomers. Lessons from the music and newspaper industries," Post-Print hal-02091962, HAL.
    2. Jean-Paul Simon & Pierre-Jean Benghozi, 2021. "Challenged by technology: the audiovisual landscape and the evolving regulatory framework in Europe," Post-Print halshs-03503856, HAL.
    3. Orelj, Ana & Torfason, Magnus Thor, 2022. "They didn't ask: Online innovation communities as a latent dynamic capability," Technological Forecasting and Social Change, Elsevier, vol. 180(C).

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