Jump to ContentJump to Main Navigation
Soft InnovationEconomics, Product Aesthetics, and the Creative Industries$
Users without a subscription are not able to see the full content.

Paul Stoneman

Print publication date: 2010

Print ISBN-13: 9780199572489

Published to Oxford Scholarship Online: May 2010

DOI: 10.1093/acprof:oso/9780199572489.001.0001

Show Summary Details
Page of

PRINTED FROM OXFORD SCHOLARSHIP ONLINE (www.oxfordscholarship.com). (c) Copyright Oxford University Press, 2019. All Rights Reserved. Under the terms of the licence agreement, an individual user may print out a PDF of a single chapter of a monograph in OSO for personal use (for details see www.oxfordscholarship.com/page/privacy-policy).date: 16 June 2019

Soft Innovation in the Creative Industries: Books, Recorded Music, and Video Games

Soft Innovation in the Creative Industries: Books, Recorded Music, and Video Games

Chapter:
(p.82) 4 Soft Innovation in the Creative Industries: Books, Recorded Music, and Video Games
Source:
Soft Innovation
Author(s):

Paul Stoneman

Publisher:
Oxford University Press
DOI:10.1093/acprof:oso/9780199572489.003.0004

This chapter is the first of two taking a micro view encompassing three creative industries — publishing, music, and video games — to detail the pattern of invention/creation, embodiment and diffusion of soft innovations. At the micro level, industry-specific indicators relating to the numbers of new product variants introduced are used with certain advantages relating to the identification of the rate of significant innovation being claimed for a specific measure that tracks the share of the sales of bestsellers that were recently introduced onto the market. In the creative sector, the indicated rates of innovation are high, with very considerable numbers of new products or titles being launched and rates of market churn of the bestsellers in the studied markets being very fast. This reflects a pattern quite different to the usual suggestion that innovation occurs at a rate of about 2.5% per annum (a measure usually based upon indicators of labour productivity growth).

Keywords:   bestsellers, books, music, video games, new product launches, market shares, market churn, measuring innovation

Oxford Scholarship Online requires a subscription or purchase to access the full text of books within the service. Public users can however freely search the site and view the abstracts and keywords for each book and chapter.

Please, subscribe or login to access full text content.

If you think you should have access to this title, please contact your librarian.

To troubleshoot, please check our FAQs , and if you can't find the answer there, please contact us .