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Policies for Creative Clusters: A Comparison between the Video Game Industries in Melbourne and Montreal

机译:创意集群政策:墨尔本和蒙特利尔的视频游戏产业比较

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This paper analyses whether the video game industries in the main video game hubs in Australia and Canada have the attributes of creative clusters. Three components are analysed: (1) The significance of cross-fertilization with other creative fields in the emergence and growth of the cluster; (2) The benefits of clustering; (3) The role of policies in the maturation of those clusters. The case studies included are the most notable video game clusters in Canada and Australia: Montreal and Melbourne. The research methods applied are semi-directed interviews with policy advisors and game developers in each context. As an outcome of this research, its findings reveal that the video game industry in Melbourne cannot yet be qualified as a creative cluster but is rather still very much embedded in a technology culture. In Montreal, the cluster is more mature and presents the attributes of a creative cluster, as there are interrelations between the various actors of the cluster, and with other creative activities. In both contexts the impact of policies on the maturation of the cluster is limited; rather, attaining a critical mass of video game companies is necessary for cross-fertilization to occur.
机译:本文分析了澳大利亚和加拿大主要视频游戏中心的视频游戏产业是否具有创意集群的属性。分析了三个组成部分:(1)在集群的出现和成长中,与其他创造性领域交叉施肥的重要性; (2)集群的好处; (3)政策在这些集群的成熟中的作用。案例研究包括加拿大和澳大利亚最著名的视频游戏群:蒙特利尔和墨尔本。所采用的研究方法是在每种情况下与政策顾问和游戏开发商进行的半定向访谈。这项研究的结果是,研究结果表明,墨尔本的视频游戏产业尚不能被视为创意产业集群,而是仍深深植根于技术文化之中。在蒙特利尔,该集群更加成熟并呈现出创意集群的属性,因为集群的各个参与者之间以及与其他创意活动之间存在着相互联系。在这两种情况下,政策对集群成熟度的影响都是有限的。相反,要达到互惠互利的目标,必须拥有足够数量的视频游戏公司。

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