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Location decision-making of 'creative' industries: the media and computer game sectors in Dublin, Ireland
Author(s)
Date Issued
2015-03
Date Available
2016-10-07T01:00:08Z
Abstract
There has been significant research undertaken examining the 'creative class' thesis within the context of the locational preferences of creative workers. However, relatively little attention has been given to the locational preferences of creative companies within the same context. This paper reports on research conducted to qualitatively analyse the location decision making of companies in two creative sectors: media and computer games. We address the role of the so-called 'hard' and 'soft' factors in company location decision making within the context of the creative class thesis, which suggests that company location is primarily determined by 'soft' factors rather than 'hard' factors. The study focuses upon 'core' creative industries in the media and computer game sectors and utilises interview data with company managers and key elite actors in the sector to investigate the foregoing questions. The results show that 'hard' factors are of primary importance for the location decision making in the sectors analysed, but that 'soft' factors play quite an important role when 'hard' factors are satisfactory in more than one competing city-region.
Type of Material
Journal Article
Publisher
Wiley
Journal
Growth And Change
Volume
46
Issue
1
Start Page
97
End Page
113
Copyright (Published Version)
2014 Wiley
Language
English
Status of Item
Peer reviewed
This item is made available under a Creative Commons License
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Location_Decision-Making_of_Creative_Industries_Repository.pdf
Size
389.23 KB
Format
Adobe PDF
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