Innovation in the Cultural and Creative Industries /
Innovation in the Cultural and Creative Industries /
edited by Estelle Pellegrin-Boucher, Pierre Roy.
- Newark : John Wiley & Sons, Incorporated, 2020.
- 1 online resource (219 pages)
- Innovation and technology set ; v. 8 .
- Innovation, entrepreneurship, management series. Innovation and technology set ; v. 8. .
4.4.2. The context of recent innovation in Lascaux: a brief account of 70 years of operation
Nintendo in the Pursuit of the Blue Ocean / Pascal Aur�egan, Alb�eric Tellier -- Omnichannel Innovations in the Bookstore Business: The Case of the Libraires Ensemble Group / Carole Poirel -- The Innovative Business Model of Daft Punk / Alexandre Perrin -- Innovation through Visitor Experience in Museums: The Case of the Lascaux Caves / Juliette Passebois-Ducros -- Tale Me, Green Innovation for the Textile Industry / Arthur Car�e -- Identity for Innovation: The Strategies of Cinema Sites / �Eve Lamendour -- Coopetition Between Architects: Designing Innovative Projects with Competitors / Estelle Pellegrin-Boucher, Pierre Roy. Cover; Half-Title Page; Title Page; Copyright Page; Contents; Introduction; I.1. Definition, characteristics and scope of CCIs; I.2. Innovative strategies at the heart of CCIs; I.3. Summaries of the chapters and the structure of the book; I.4. References; 1. Nintendo in the Pursuit of the Blue Ocean; 1.1. Introduction; 1.2. Blue Ocean strategy; 1.3. The video game industry: observation method and characteristics; 1.3.1. The methodological system; 1.3.2. The video game industry: a presentation; 1.4. Nintendo's strategy: mixed results2; 1.4.1. A spectacular recovery 1.4.2. How can recovery be achieved?1.5. What lessons can be learned from Nintendo's strategic directions?; 1.5.1. The Nintendo Wii: a case study of Blue Ocean strategy?; 1.5.2. Sailing on the blue ocean: how far?; 1.5.3. The launch of the Switch: a return to the fundamentals of the Blue Ocean strategy?; 1.6. Conclusion; 1.7. References; 2. Omnichannel Innovations in the Bookstore Business: The Case of the Libraires Ensemble Group; 2.1. Introduction; 2.2. The transition from multichannel to omnichannel: a strategic innovation; 2.3. Research methodology 2.4. A presentation of the bookstore sector2.5. The analysis of the innovative strategy2; 2.5.1. The role of networks in the omnichannel strategy; 2.5.2. An omnichannel model adapted to the singularities of bookstores; 2.6. Feedback on concepts and best practices; 2.7. Conclusion; 2.8. References; 3. The Innovative Business Model of Daft Punk; 3.1. Introduction; 3.2. The definition of a business model; 3.3. The business model of the music industry; 3.3.1. Recorded music; 3.3.2. Live music; 3.3.3. Current business models; 3.4. First historical attempts to break the model 3.4.1. Attempts concerning value propositions3.4.2. Attempts concerning value architectures; 3.4.3. Attempts concerning business equations; 3.5. Methodology; 3.6. Daft Punk: an innovative model in electronic music; 3.6.1. Innovation concerning the value proposition; 3.6.2. Innovation concerning value architecture; 3.6.3. Innovation concerning the business equation; 3.7. Conclusion; 3.8. Apppendices; 3.9. References; 4. Innovation through Visitor Experience in Museums: The Case of the Lascaux Caves; 4.1. Introduction; 4.2. Innovation through and in consumer experience 4.2.1. The concept of consumer experience4.2.2. Innovation through the creation of memorable experiences; 4.2.3. Innovating through UX Design or how to simplify the user experience; 4.2.4. Innovating by analyzing and understanding the customer journey or how to personalize consumer experience; 4.3. Heritage institutions: a sector in the throes of change; 4.3.1. The weight of assets in the French economy; 4.3.2. The economic structuring of the cultural heritage "industry"; 4.4. A presentation of the Lascaux case and the analytical methodology; 4.4.1. The case study methodology
9781119681250 1119681251 9781119681199 1119681197
Technological innovations.
Creative ability.
Creativity
Innovations.
Cr�eativit�e.
creativity.
Creative ability
Technological innovations
T173.8
601
4.4.2. The context of recent innovation in Lascaux: a brief account of 70 years of operation
Nintendo in the Pursuit of the Blue Ocean / Pascal Aur�egan, Alb�eric Tellier -- Omnichannel Innovations in the Bookstore Business: The Case of the Libraires Ensemble Group / Carole Poirel -- The Innovative Business Model of Daft Punk / Alexandre Perrin -- Innovation through Visitor Experience in Museums: The Case of the Lascaux Caves / Juliette Passebois-Ducros -- Tale Me, Green Innovation for the Textile Industry / Arthur Car�e -- Identity for Innovation: The Strategies of Cinema Sites / �Eve Lamendour -- Coopetition Between Architects: Designing Innovative Projects with Competitors / Estelle Pellegrin-Boucher, Pierre Roy. Cover; Half-Title Page; Title Page; Copyright Page; Contents; Introduction; I.1. Definition, characteristics and scope of CCIs; I.2. Innovative strategies at the heart of CCIs; I.3. Summaries of the chapters and the structure of the book; I.4. References; 1. Nintendo in the Pursuit of the Blue Ocean; 1.1. Introduction; 1.2. Blue Ocean strategy; 1.3. The video game industry: observation method and characteristics; 1.3.1. The methodological system; 1.3.2. The video game industry: a presentation; 1.4. Nintendo's strategy: mixed results2; 1.4.1. A spectacular recovery 1.4.2. How can recovery be achieved?1.5. What lessons can be learned from Nintendo's strategic directions?; 1.5.1. The Nintendo Wii: a case study of Blue Ocean strategy?; 1.5.2. Sailing on the blue ocean: how far?; 1.5.3. The launch of the Switch: a return to the fundamentals of the Blue Ocean strategy?; 1.6. Conclusion; 1.7. References; 2. Omnichannel Innovations in the Bookstore Business: The Case of the Libraires Ensemble Group; 2.1. Introduction; 2.2. The transition from multichannel to omnichannel: a strategic innovation; 2.3. Research methodology 2.4. A presentation of the bookstore sector2.5. The analysis of the innovative strategy2; 2.5.1. The role of networks in the omnichannel strategy; 2.5.2. An omnichannel model adapted to the singularities of bookstores; 2.6. Feedback on concepts and best practices; 2.7. Conclusion; 2.8. References; 3. The Innovative Business Model of Daft Punk; 3.1. Introduction; 3.2. The definition of a business model; 3.3. The business model of the music industry; 3.3.1. Recorded music; 3.3.2. Live music; 3.3.3. Current business models; 3.4. First historical attempts to break the model 3.4.1. Attempts concerning value propositions3.4.2. Attempts concerning value architectures; 3.4.3. Attempts concerning business equations; 3.5. Methodology; 3.6. Daft Punk: an innovative model in electronic music; 3.6.1. Innovation concerning the value proposition; 3.6.2. Innovation concerning value architecture; 3.6.3. Innovation concerning the business equation; 3.7. Conclusion; 3.8. Apppendices; 3.9. References; 4. Innovation through Visitor Experience in Museums: The Case of the Lascaux Caves; 4.1. Introduction; 4.2. Innovation through and in consumer experience 4.2.1. The concept of consumer experience4.2.2. Innovation through the creation of memorable experiences; 4.2.3. Innovating through UX Design or how to simplify the user experience; 4.2.4. Innovating by analyzing and understanding the customer journey or how to personalize consumer experience; 4.3. Heritage institutions: a sector in the throes of change; 4.3.1. The weight of assets in the French economy; 4.3.2. The economic structuring of the cultural heritage "industry"; 4.4. A presentation of the Lascaux case and the analytical methodology; 4.4.1. The case study methodology
9781119681250 1119681251 9781119681199 1119681197
Technological innovations.
Creative ability.
Creativity
Innovations.
Cr�eativit�e.
creativity.
Creative ability
Technological innovations
T173.8
601