Sökning: "publishing industry"

Visar resultat 1 - 5 av 21 avhandlingar innehållade orden publishing industry.

  1. 1. Selected or Rejected? : Assessing Aspiring Writers’ Attempts to Achieve Publication

    Författare :Henrik Fürst; Patrik Aspers; Elin Thunman; Giselinde Kuipers; Uppsala universitet; []
    Nyckelord :SAMHÄLLSVETENSKAP; SOCIAL SCIENCES; acquisition of cultural goods; acquisition of manuscripts; artistic careers; artistic markets; aspiring artists; aspiring writers; creative industry; cultural industry; cultural production; fiction debut; literary careers; publishing industry; publishing market; quality uncertainty; sociology of success and failure; trade publishing; Sociologi; Sociology;

    Sammanfattning : In many markets for cultural goods, gatekeepers select the cultural goods, relatively few cultural goods are selected, and the criteria for selection are unclear to both artists and gatekeepers. Not knowing whether cultural goods are of the 'right' quality to be selected, artists and gatekeepers become preoccupied with handling quality uncertainty. LÄS MER

  2. 2. Bringing Game Analytics to Indie Game Publishing : Method and Tool Support for Indie Mobile Game Publishing

    Författare :Yanhui Su; Per Backlund; Henrik Engström; Björn Johansson; Högskolan i Skövde; []
    Nyckelord :NATURVETENSKAP; NATURAL SCIENCES; business intelligence; game analytics; metrics; indie game developer; marketing; revenue forecast; GAME Research Group; GAME Research Group;

    Sammanfattning : With the continuous development of the game industry, the research in the game field is also deepening. Many interdisciplinary knowledge areas and theories have been used to promote the development of the game industry. Business Intelligence (BI) has been applied in game development for game design and game optimization. LÄS MER

  3. 3. Print or Perish? : A Study of Inertia in a Regional Newspaper Industry

    Författare :Claes Thorén; John Sören Pettersson; Alf Westelius; Karlstads universitet; []
    Nyckelord :SAMHÄLLSVETENSKAP; SOCIAL SCIENCES; Organizational change; inertia; newspaper industry; Information Systems; Informatik;

    Sammanfattning : The newspaper industry has in the last few decades experienced a gradual but steady decline. The cause of this decline and potential ways of counteraction have been under considerable debate recently both in the industry and in academia. LÄS MER

  4. 4. Is the medium the message? : The impact of digital media on the newspaper concept

    Författare :Sara Leckner; Marko Turpeinen; Saara Taalas; KTH; []
    Nyckelord :SAMHÄLLSVETENSKAP; SOCIAL SCIENCES; Newspaper publishing; newspaper industry; strategy; convergence; new media; digital media; electronic media; display technology; media technology; presentation-style; user interface; newspaper layout; reading behaviour; perception; newspaper consumption; consumer needs; Media and communication studies; Medie- och kommunikationsvetenskap;

    Sammanfattning : The impact of digital (new) media has caused both challenges and threats to newspapers’ continuing existence as a profitable and influential mass medium. While this is not the first time in history that new media appear to be challenging the future of the newspaper medium, from one perspective digital media offer not only direct competition, or alternative ways to produce and deliver news, but also possibilities for convergence, for making new media part of the traditional newspaper, inducing whole new possibilities for publishing. LÄS MER

  5. 5. Being Local in a Global Industry : Game Localization from an Indie Game Development Perspective

    Författare :Marcus Toftedahl; Per Backlund; Henrik Engström; Olli Sotamaa; Högskolan i Skövde; []
    Nyckelord :NATURVETENSKAP; NATURAL SCIENCES; game development; localization; game development process; indie games; GAME Research Group; GAME Research Group;

    Sammanfattning : During recent years a rise of small, independent game developers have become a large part of the global game industry. These indie developers are often distributing their games using digital distribution with a self-publishing business model. LÄS MER