nep-cul New Economics Papers
on Cultural Economics
Issue of 2020‒07‒27
four papers chosen by
Roberto Zanola
Università degli Studi del Piemonte Orientale

  1. Friends or foes? A meta-analysis of the link between "online piracy" and sales of cultural goods By Michal Krawczyk; Joanna Tyrowicz; Wojciech Hardy
  2. Globalización, valoración cultural Y patrimonio gastronómico By Llano, Fabián Andrés
  3. Entry determinants of the Software and Video games firms in Barcelona By Méndez Ortega, Carles
  4. Anatomy of a techno-creative community – the role of places and events in the emergence of videomapping in Nante By Etienne Capron; Dominique Sagot-Duvauroux; Raphaël Suire

  1. By: Michal Krawczyk (University of Warsaw; Group for Research in Applied Economics (GRAPE)); Joanna Tyrowicz (Group for Research in Applied Economics (GRAPE); University of Warsaw; Institut für Arbeitsrecht und Arbeitsbeziehungen in der Europäischen Union (IAAEU); Institute of Labor Economics (IZA)); Wojciech Hardy
    Abstract: Over the past decade or so, the literature has sprung in analyses of the impact the so-called online or digital "piracy" has on sales. Since theory posits both positive and negative effects are possible, the question remains purely empirical. Consequently, there is a variety of published articles and working papers arguing in both ways, many of which attempt to account for the challenge of providing a reliable and causal effect. The objective of this survey is to review and discuss the accomplishments of the field so far. We also provide a tentative meta-analysis. Despite the multiplicity of measures and methods used we argue that the literature as a whole fails to reject the null hypothesis of no effects on sales.
    Keywords: online piracy, ethical judgment, vignette experiment
    JEL: P45 P52 C14 O16
    Date: 2020
  2. By: Llano, Fabián Andrés (Universitaria Uniagustiniana)
    Abstract: En los actuales procesos de globalización cultural, económica y tecnológica, es común observar una fuerte tendencia de la industria turística a la mezcla con los avances científicos y tecnológicos. Esta previsión tecnológica que requiere el país para facilitar el acceso del turista a los diferentes productos turísticos mediante diversos sistemas de información, redefine la función de distribución y por supuesto el papel del turista como cliente. En un mundo en constante cambio, la tecnología puede garantizar la permanencia de agencias de viajes y proveedores de turismo, mediante el desarrollo e implementación de soluciones de este tipo que les permitan impulsar la distribución y comercialización de productos y servicios turísticos, a nivel nacional e internacional.
    Date: 2020–06–29
  3. By: Méndez Ortega, Carles
    Abstract: This paper aims to determine which reasons lead Software and Video games firms (SVE hereafter) to locate in certain areas of Barcelona. This high-tech industry is a key industry in developed economies mainly located in urban areas. To carry out this analysis, we use SVE firm entries at neighbourhood level between 2011 and 2013 and a set of covariates that capture neighbourhood characteristics (localization and agglomeration economies, high-tech amenities, diversity, human capital and crime). Our results show that i) SVE firms tend to choose locations with a high diversity and good high-tech amenities (e.g. 22@ district), ii) the importance of the localization and agglomeration economies, since spatial spillovers are a key factor for this type of firms and iii) the role of the diversity in the location process of these firms, since SVE firms choose places with a high diversity of cultural and creative activity. JEL Codes: R10, R30, L86. Keywords: Software and Video games Industry, location determinants, Count Data models, Barcelona
    Keywords: Localització industrial, Indústria informàtica, Videojocs -- Indústria i comerç, 332 - Economia regional i territorial. Economia del sòl i de la vivenda,
    Date: 2019
  4. By: Etienne Capron; Dominique Sagot-Duvauroux; Raphaël Suire
    Abstract: This article aims to study the role of places and events in the structuring of a community of innovation whose practice is at the crossroads of art and tech - videomapping. Based on an exploratory case study, we observe the relationships between the different actors who form subgroups, sharing a common interest in a techno-creative practice - but whose collective innovation dynamic is only in its beginnings. We also document the usage of places and events in their intermediation role for these subgroups. This reveals preferential circulations - patterns of moves among a set of focal locations in the city for a community – and the crucial role of these locations in creative communities emergence.
    Keywords: techno-creative innovation, places, knowledge, network analysis
    JEL: D85 O32 R11 Z10
    Date: 2020–07

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