nep-cul New Economics Papers
on Cultural Economics
Issue of 2016‒09‒11
four papers chosen by
Roberto Zanola
Università degli Studi del Piemonte Orientale

  1. The evolution of the Creative Economy Research By Luciana Lazzeretti; Francesco Capone; Niccolò Innocenti
  2. Valuing "Free" Media in GDP: An Experimental Approach By Nakamura, Leonard I.; Samuels, Jon; Soloveichik, Rachel
  3. Exhaustion of Digital Goods: An Economic Perspective By Wolfgang Kerber
  4. The Rise and Fall of the Enforcer in the National Hockey League By Craig A. Depken II; Peter A. Groothuis; Mark C. Strazicich

  1. By: Luciana Lazzeretti (Dipartimento di Scienze per l'Economia e l'Impresa); Francesco Capone (Dipartimento di Scienze per l'Economia e l'Impresa); Niccolò Innocenti (Dipartimento di Scienze per l'Economia e l'Impresa)
    Abstract: The aim of the present research is to investigate the rise and the evolution of research on the ‘creative economy’, which focuses on the convergence of four research pillars: contributions on the creative class, creative industries, creative city and cultural industries. Publications on Creative Economy Research have been collected from the ISI Web of Science database, which includes all the academic works starting from the contribution of DCMS in 1998 till 2013. Through the analysis of nearly 1.000 publications produced in 16 years, the birth and evolution of creative economy research is investigated. Besides, the second part of the paper focuses on a relational analysis developed through the use of Social Network Analysis, investigating co-citations of disseminators and founders of creative economy research. Results underline that the Creative economy may be considered a successful multidisciplinary paradigm born and developed in English speaking, North American and European countries, which has contributed to the rise of a new economic sector: the cultural and creative industries.
    Keywords: creative economy, biblio-metric analysis, creative class, creative industries, cultural industries, creative city.
    JEL: Z1
    Date: 2016
    URL: http://d.repec.org/n?u=RePEc:frz:wpmmos:wp2016_01.rdf&r=cul
  2. By: Nakamura, Leonard I. (Federal Reserve Bank of Philadelphia); Samuels, Jon (U.S. Bureau of Economic Analysis); Soloveichik, Rachel (U.S. Bureau of Economic Analysis)
    Abstract: “Free” consumer entertainment and information from the Internet, largely supported by advertising revenues, has had a major impact on consumer behavior. Some economists believe that measured gross domestic product (GDP) growth is badly underestimated because GDP excludes online entertainment (Brynjolfsson and Oh 2012; Ito 2013; Aeppel 2015). This paper ntroduces an experimental GDP methodology that includes advertising-supported media in both final output and business inputs. For example, Google Maps would be counted as final output when it is used by a consumer to plan vacation driving routes. On the other hand, the same website would be counted as a business input when it is used by a pizza restaurant to plan delivery routes. Contrary to critics of the U.S. Bureau of Economic Analysis (BEA), the process of including “free” media in the input-output accounts has little impact on either GDP or total factor productivity (TFP). Between 1998 and 2012, measured nominal GDP growth falls 0.005% per year, real GDP growth rises 0.009% per year and TFP growth rises 0.016% per year. Between 1929 and 1998, measured nominal GDP growth rises 0.002% per year, real GDP growth falls 0.002% per year, and TFP growth rises 0.004% per year. These changes are not nearly enough to reverse the recent slowdown in growth. Our method for accounting for free media is production oriented in the sense that it is a measure of the resource input into the entertainment (or other content) of the medium rather than a measure of the consumer surplus arising from the content. The BEA uses a similar productionoriented approach when measuring GDP. In contrast, other researchers use broader approaches to measure value. Brynjolfsson and Oh (2012) attempt to capture some consumer surplus by measuring the time expended on the Internet. Varian (2009) argues that much of the value of the Internet is in time saving, an additional metric for capturing consumer surplus. The McKinsey Institute (Bughin et al. 2011) attempts to measure the productivity gain from search directly. In particular, this production-oriented accounting has no method to account for instances in which the good or service precedes the revenue that it eventually generates. Over the past two decades, many Silicon Valley firms have followed the disruptive business model described as URL: ubiquity now, revenue later. Some firms have been creating proprietary software or research, which is already captured in the national accounts as investment. Other firms have been creating intangible investments in open source software, customer networks and other organizational capital. Despite their long-run value, none of these intangible assets are currently captured in the national accounts as investment. If we treat these asset categories as capital, then the productivity boom from 1995 to 2000 becomes even stronger and the weak productivity growth of the past decade may be ameliorated somewhat.
    Keywords: Internet; Productivity; Advertising; Measurement; GDP
    JEL: C82 L81 M37 O3
    Date: 2016–08–05
    URL: http://d.repec.org/n?u=RePEc:fip:fedpwp:16-24&r=cul
  3. By: Wolfgang Kerber (University of Marburg)
    Abstract: The "UsedSoft" decision of the Court of Justice of the European Union (CJEU) about the right of a buyer of a downloaded copy of a software to resell this copy triggered a controversial discussion about the applicability of the "exhaustion" rule (US: first-sale doctrine) to copyright-protected digital goods (as, e.g., also e-books). This paper offers, in a first step, a systematic analysis and assessment of economic reasonings that have been discussed in the literature about exhaustion, and applies this framework, in a second step, to downloaded digital creative works. An important result is that digitalisation, on one hand, changes considerably the benefits and costs of exhaustion, esp. in regard to the danger of jeopardizing the incentives for copyright owners. On the other hand, however, also the costs of imposing restrictions might be high and even increase in a digital economy. This leads to the conclusion that it is necessary to think seriously about the legal limits for the restrictions that copyright owners should be allowed to impose on their customers. However, these limits might be drawn also by other legal instruments than copyright exhaustion.
    Keywords: Digital goods, copyright exhaustion, first-sale doctrine, post-sale restrictions
    JEL: K20 L86 O34
    Date: 2016
    URL: http://d.repec.org/n?u=RePEc:mar:magkse:201623&r=cul
  4. By: Craig A. Depken II; Peter A. Groothuis; Mark C. Strazicich
    Abstract: This paper investigates the time series properties of fighting and scoring in the National Hockey League from 1957-2013. The empirical analysis focuses on identifying structural breaks in the various time series and correlating these breaks with rule changes in the NHL, especially those that focus on fighting. We find that player behavior in the areas of fighting and scoring changed structurally before rule changes in the NHL that reduced the benefits and increased the costs of fighting. The data and empirical results suggest that the rise and fall of the enforcer was a function of changes in social norms within the NHL rather than legal changes by the league itself. The example suggests that other sports might also experience changes in social norms that lead to reduced violence and increased offense before formal rule changes are made by league officials. Key Words: Social Norms, Cultural Change, Rule Changes, Structural Breaks
    JEL: Z22 D71 L83
    Date: 2016
    URL: http://d.repec.org/n?u=RePEc:apl:wpaper:16-12&r=cul

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