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Original Articles

User innovation and creative consumption in japanese culture industries: the case of akihabara, tokyo

Pages 205-218 | Published online: 10 Nov 2016

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Mirko Ernkvist & Patrik Ström. (2018) Differentiation in digital creative industry cluster dynamics: the growth and decline of the Japanese video game software industry. Geografiska Annaler: Series B, Human Geography 100:3, pages 263-286.
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Seiji Hanzawa & Daisaku Yamamoto. (2017) Recasting the agglomeration benefits for innovation in a hits-based cultural industry: evidence from the Japanese console videogame industry. Geografiska Annaler: Series B, Human Geography 99:1, pages 59-78.
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Ida Andersson. (2014) Placing place branding: an analysis of an emerging research field in human geography. Geografisk Tidsskrift-Danish Journal of Geography 114:2, pages 143-155.
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Articles from other publishers (11)

Marta Borowska-Stefańska, Michał Kowalski, Paulina Kurzyk, Agnieszka Rochmińska & Szymon Wiśniewski. (2022) How transport shapes the landscape of large-format food retail trade? Retail geography in Poland – An interactive measure. Applied Geography 149, pages 102818.
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Junxi Qian, Jia Ling & Shenjing He. 2021. Companion to Urban and Regional Studies. Companion to Urban and Regional Studies 21 42 .
Kai-Uwe Hellmann. 2021. Handbuch Innovationsforschung. Handbuch Innovationsforschung 685 703 .
Kai-Uwe Hellmann. 2020. Handbuch Innovationsforschung. Handbuch Innovationsforschung 1 19 .
조동원. (2017) Cheonggyecheon electronics market, a technical culture of copying, and the shaping of digital culture in Korea. IDI 도시연구 null:11, pages 37-78.
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Thomas Stieve & Chris Lukinbeal. 2017. International Encyclopedia of Geography. International Encyclopedia of Geography 1 4 .
Takeyasu ICHIKOHJI & Sotaro KATSUMATA. (2016) The Relationship between Content Creation and Monetization by Consumers. Annals of Business Administrative Science 15:2, pages 89-103.
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Mirko Ernkvist. 2016. Global Game Industries and Cultural Policy. Global Game Industries and Cultural Policy 91 124 .
Kinko Ito & Paul A. Crutcher. (2013) Popular Mass Entertainment in Japan: Manga, Pachinko, and Cosplay. Society 51:1, pages 44-48.
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Patrik Ström. 2013. Service Industries and Regions. Service Industries and Regions 407 424 .
Naoko Tosa, Ryotaro Konoike & Ryohei Nakatsu. (2011) KABUKI-MONO: The Art of Kumadori Facial Expression for Manga and Cosplay. KABUKI-MONO: The Art of Kumadori Facial Expression for Manga and Cosplay.

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