Easier Said Than Done - Kartlegging og evaluering av virkemidler for film- og musikknæringen i Trøndelag
Dette er en analyse av virkemiddelapparatet, og hvordan det fungerer opp mot musikk og filmbransjen i Nord- og Sør-Trøndelag. I rapporten har
vi brukt økonomiske nøkkeltall for å kunne vurdere utvikling i disse to bransjene.
Bildet denne rapporten tegner er ganske tydelig. Musikkbransjen i Trøndelag er relativ stor, men sliter med økonomien og ser ut til å være inne i en stagnasjonsperiode. Film på den annen side er mindre, men er inne i en positiv utvikling. Tilbakemeldingene vi har fått gjennom de kvalitative intervjuene er omtrent like klare. Virkemiddelapparatet for film er ryddig, oversiktlig og velfungerende. Fra musikkbransjen har vi hørt om et virkemiddelapparat som i større grad er fragmentert, vanskeligere å forholde seg til og i mindre grad er proaktivt opp mot bransjen.
Movie industry experts continuously debate whether the industry's enormous investments in stars pay off. Although a rich body of research has addressed the question of whether stars are critical to the success of movies, previous research does not provide a consistent picture of the impact of stars on the economic success of the respective product. To derive empirical generalizations, the authors (1) provide a meta-analysis of the relationship between star power and movie success based on 61 primary studies reporting 172 effects of star power on movie success and (2) analyze a comprehensive dataset from that industry with n = 1545 movies using two different types of star power measures (commercial and artistic success), while controlling for selection effects of stars. Based on these two studies, four empirical generalizations emerge. First, when ignoring selection effects of stars, the impact of star power on box office revenues is strongly upwards biased. Second, artistic star power is associated with significantly lower box office revenues than commercial star power. Third, on average, movies with a commercially successful star generate 12.46 million US$ additional box office revenues. In contrast, artistic star power does not result in a statistically significant revenue premium. Fourth, commercially (artistically) successful stars have a statistically significant “multiplier effect” of 1.127 (1.083) on other characteristics that influence a movie's box office revenues.
What advantages, challenges and opportunities are contained within the scope of film tourism? How can the destinations, the tourist players and the local business sector cooperate with the film industry? How have others proven successful in their work with film tourism?
This article traces the development and changes in film politics in Norway from 1913 to 2013. With the Film Theatres Act of 1913, the government in Norway established a cultural law that has had wide-reaching consequences, and this law is still regulating important aspects of distribution and presentation of film in Norway. Initially film was only seen as a dangerous medium, and from 1920 an entertainment luxury that should be taxed, but after World War II the attitude of the government changed. Since 1950 all feature-length fiction films has received government support. The changes in attitude as well as in means of support of film from 1950 to today in Norway are discussed in this article.
As a new cultural industry, digital game development is located between the sectors of culture and trade. While Norwegian game development is defined today as a matter for the Ministry of Culture, the industry is asking for a more holistic policy that includes trade policies. This article discusses Norwegian game policies with point of departure in research interviews with four Norwegian game developers and argues that trade policies are already included in the existing cultural policy.
As the game industry continues to grow and expand its target market to nearly every person with access to an Internet connection, the capabilities needed to gain a competitive advantage are changing too. This paper seeks to identify and reﬂect on the factors critical to success in the industry of video games and new factors that may arise and contribute to the future success of this dynamic and constantly changing industry. Starting from the analysis of the structure and dynamics of the value chain in the video games industry, this work will discuss the most important changes that have taken place caused by the emergence of the Internet, in an attempt to redeﬁne and understand the new rules and opportunities for companies and players. These last have empowered their role and companies may now understand better the needs and demands of their current and potential players. Business models of video games are constantly evolving to fully adapt to the needs and preferences of users in areas such as platforms (via the Web browser, mobile applications, etc.), forms of payment (pay per download, subscription, payment for access, game extensions, etc.), or gaming devices (game consoles, computers, smartphones, tablets, etc.). Finally, some aspects of the Norwegian ecosystem are analyzed
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