000 | 05958cam a2200637 a 4500 | ||
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001 | on1130899793 | ||
003 | OCoLC | ||
005 | 20240523125542.0 | ||
006 | m o d | ||
007 | cr un|---aucuu | ||
008 | 191214s2020 nju o 000 0 eng d | ||
040 |
_aEBLCP _beng _epn _cEBLCP _dDG1 _dEBLCP _dOCLCF _dOCLCQ _dSFB _dOCLCO _dOCLCQ _dOCLCO _dK6U _dOCLCQ _dOCLCO _dOCLCL |
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020 |
_a9781119681250 _q(electronic bk. ; _qoBook) |
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020 |
_a1119681251 _q(electronic bk. ; _qoBook) |
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020 | _a9781119681199 | ||
020 | _a1119681197 | ||
029 | 1 |
_aAU@ _b000066461033 |
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029 | 1 |
_aCHNEW _b001077274 |
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029 | 1 |
_aCHVBK _b582552648 |
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035 | _a(OCoLC)1130899793 | ||
050 | 4 | _aT173.8 | |
082 | 0 | 4 |
_a601 _223 |
049 | _aMAIN | ||
245 | 0 | 0 |
_aInnovation in the Cultural and Creative Industries / _cedited by Estelle Pellegrin-Boucher, Pierre Roy. |
260 |
_aNewark : _bJohn Wiley & Sons, Incorporated, _c2020. |
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300 | _a1 online resource (219 pages) | ||
336 |
_atext _btxt _2rdacontent |
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337 |
_acomputer _bc _2rdamedia |
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338 |
_aonline resource _bcr _2rdacarrier |
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490 | 1 |
_aInnovation and technology set ; _vv. 8 |
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588 | 0 | _aPrint version record. | |
505 | 0 | _aNintendo 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. | |
505 | 0 | _aCover; 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 | |
505 | 8 | _a1.4.2. 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 | |
505 | 8 | _a2.4. 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 | |
505 | 8 | _a3.4.1. 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 | |
505 | 8 | _a4.2.1. 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 | |
500 | _a4.4.2. The context of recent innovation in Lascaux: a brief account of 70 years of operation | ||
590 |
_aJohn Wiley and Sons _bWiley Online Library: Complete oBooks |
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650 | 0 | _aTechnological innovations. | |
650 | 0 | _aCreative ability. | |
650 | 2 | _aCreativity | |
650 | 6 | _aInnovations. | |
650 | 6 | _aCr�eativit�e. | |
650 | 7 |
_acreativity. _2aat |
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650 | 7 |
_aCreative ability _2fast |
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650 | 7 |
_aTechnological innovations _2fast |
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700 | 1 | _aPellegrin-Boucher, Estelle. | |
700 | 1 | _aRoy, Pierre. | |
758 |
_ihas work: _aInnovation in the cultural and creative industries (Text) _1https://id.oclc.org/worldcat/entity/E39PCFHdC8xgxJ7pGWTGPYWKwK _4https://id.oclc.org/worldcat/ontology/hasWork |
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776 | 0 | 8 |
_iPrint version: _aPellegrin-Boucher, Estelle. _tInnovation in the Cultural and Creative Industries. _dNewark : John Wiley & Sons, Incorporated, �2020 _z9781786303790 |
830 | 0 |
_aInnovation, entrepreneurship, management series. _pInnovation and technology set ; _vv. 8. |
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856 | 4 | 0 | _uhttps://onlinelibrary.wiley.com/doi/book/10.1002/9781119681250 |
938 |
_aProQuest Ebook Central _bEBLB _nEBL5990185 |
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994 |
_a92 _bINLUM |
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999 |
_c12663 _d12663 |