2003
DOI: 10.1111/1475-4762.00111
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Digital effects in the spatial economy of film: towards a research agenda

Abstract: A new assemblage of digital technologies, organized around compressed software formats and broadband Internet infrastructures, is reconfiguring the motion picture industry. In this paper, I review the impacts of digitization upon the spatial economy of film in the United States via a commodity chain framework. The discussion raises some important themes for conceptual debate in economic geography.

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Cited by 22 publications
(21 citation statements)
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References 19 publications
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“…The manner in which these changes are implemented varies at the firm level, but the more important ones have specific sectoral and geographical characteristics (see Currah [2003a], Leyshon [2001], and Murphy [2003] for analyses of the geographic implications for the film, music, and online grocery industries, respectively) . This latter category—variation in the nature and form of e‐commerce implementation between places—is understandably of particular interest to geographers (Aoyama, 2003; Gibbs, Kraemer, & Dedrick, 2002; Leinbach & Brunn, 2001; Organisation for Economic Co‐operation and Development, 2001).…”
Section: Human Geographies Of the Internetmentioning
confidence: 99%
“…The manner in which these changes are implemented varies at the firm level, but the more important ones have specific sectoral and geographical characteristics (see Currah [2003a], Leyshon [2001], and Murphy [2003] for analyses of the geographic implications for the film, music, and online grocery industries, respectively) . This latter category—variation in the nature and form of e‐commerce implementation between places—is understandably of particular interest to geographers (Aoyama, 2003; Gibbs, Kraemer, & Dedrick, 2002; Leinbach & Brunn, 2001; Organisation for Economic Co‐operation and Development, 2001).…”
Section: Human Geographies Of the Internetmentioning
confidence: 99%
“…The rise of electronic commodities may threaten the disintermediation of retailers in both physical and virtual space by facilitating direct interaction between cultural producers and consumers. For instance, in autumn 2001 the major studios announced plans to launch video-on-demand websites (which bypass retail intermediaries) to deliver digital film content direct to broadband Internet users around the world (see Currah, 2002b). …”
Section: Distribution Exchange and Product Returnsmentioning
confidence: 99%
“…There, personal networks compensate for the disadvantages of "geographic distance" and provide access to "ideas, knowledge, and innovation" (Kerr 2017, 152-153). As is the case with other creative industries like film (Currah 2003), the intensification of networked communities and online product distribution increasingly enable "small producers to produce their work further afield … thereby altering the geographies of production" (Johns 2006, 175). Importantly, as the reach and capacities of digital infrastructure expand, video game production networks and their supply chains have dramatically transformed.…”
Section: Global Geographies Of the Gaming Sectormentioning
confidence: 99%
“…Importantly, as the reach and capacities of digital infrastructure expand, video game production networks and their supply chains have dramatically transformed. As is the case with other creative industries like film (Currah 2003), the intensification of networked communities and online product distribution increasingly enable "small producers to produce their work further afield … thereby altering the geographies of production" (Johns 2006, 175). As Johns (2006) highlights, the rise of digital compression technology, for instance, has not only expanded game distribution, but has also fundamentally added to a "weightless economy," albeit an uneven one, that drives the evolution of video production networks and creates the potential for deeper peripherality.…”
Section: Figurementioning
confidence: 99%