Index

Emergence of Cross-innovation Systems

ISBN: 978-1-78769-980-9, eISBN: 978-1-78769-977-9

Publication date: 4 April 2019

This content is currently only available as a PDF

Citation

(2019), "Index", Ibrus, I. (Ed.) Emergence of Cross-innovation Systems, Emerald Publishing Limited, Bingley, pp. 219-230. https://doi.org/10.1108/978-1-78769-977-920191006

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Emerald Publishing Limited

Copyright © 2019, Editor and respective authors

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Except where otherwise noted, this work is licensed under a Creative Commons Attribution 4.0 Licence (CC BY 4.0). Anyone may reproduce, distribute, translate and create derivative works of this book (for both commercial and non-commercial purposes), subject to full attribution to the original publication and authors. The full terms of this licence may be seen at https://creativecommons.org/licenses/by/4.0/


INDEX

Aarhus Region in Denmark
, 157

advanced convergence in
, 135

audiovisual media sector
, 122

clustering of AV media and digital technology firms in
, 34

emergence of new convergent enterprises
, 121–122

health service/product development
, 134–135

Accelerators
, 47, 78, 128, 187

Accommodation
, 9, 106, 111, 203, 211

Actors
, 79

in cooperation ecosystem
, 128

mediating innovation processes
, 78, 80

offering public innovation funding
, 77

Adoption approach
, 24–27

Advertising platforms
, 210

Agile development methodology
, 195

Airbnb (digital platform)
, 152, 186, 202–203, 211

Amazon
, 36, 54–55

Angry Birds (game)
, 46, 216

Animation
, 80, 122

Anna Pihl (television series)
, 157

‘App fest’
, 109–110, 212–213

Apple (global platform provider)
, 54–55, 75–76, 203–204

Apps

film noir-themed location-based app
, 197

location-based tourism apps
, 194

Movie Map App
, 194–195, 196–197

Old Narva App
, 170

Architectural monuments
, 167–168

Artificial intelligence (AI)
, 74–75, 106

Audience

audience-oriented reality shows
, 116

health behaviour
, 115–116

knowledge
, 210–211

share
, 53–54

Audiovisual media (AV media)
, 17–18, 27, 32, 95–96, 105–106, 156, 173–174, 175, 184–185, 186, 189–190, 193–194, 201–202, 210, 215–216

in Baltic States
, 47–51

cross-innovations between tourism sectors and
, 203–204

dialogues
, 204–205

formats
, 116

industries
, 4, 41–43, 165–166

meso-analysis of cross-innovation between tourism and
, 173–174

micro-trajectories between tourism sectors and
, 193–194

in Nordic countries
, 43–47

potentials of cross-innovation systems
, 55–56

rules
, 201–204

sector
, 71–72, 79, 81–82, 88, 89, 91, 122–124, 127

small size matters
, 52–54

trends
, 54–55

Augmented reality (AR)
, 41–42, 46, 65–66, 74–75, 96, 106–107, 123, 156, 168, 175–177, 179, 193–194, 201–202, 203–204, 213

chemistry learning solution
, 96–99

at cultural heritage sites
, 168–169

in tourism
, 214

See also Virtual reality (VR)

Auto-communication
, 24, 26–27

Baltic Film and Media School
, 157–158

Baltic Sea region

digital learning games
, 66

of European Union
, 4–5, 43

SMEs in
, 28–29

Baltic States, AV media in
, 47–51, 166

aggregate advertising expenditures
, 48

annual state support for Baltic film industries
, 49

funding of public broadcasters
, 50

Battlefield (game)
, 46

BBC Lifestyle
, 165–166

Bonnier
, 44, 47, 53–54

Booking.com
, 186, 202–203, 211

Borgen (television series)
, 157

Broadcasting
, 47, 64–65, 124

Business

business-to-client model
, 99

environment
, 137

model
, 12–13, 147, 150

rationales
, 183–184

Business Finland
, 46–47, 77, 93

Business to business market (BtoB market)
, 73

Business to consumer market (BtoC market)
, 73, 107–108

Business to government market (BtoG market)
, 73

Californian ideology
, 12

Case study

AV media industries
, 4

educational media solutions in Finland and Sweden
, 71–72

health and AV media sectors case studies in Estonia and Aarhus region
, 121–122

mediatisation
, 8–9

meso-level analysis on AV media and tourism sector in Riga and Hamburg
, 184–185

Centers for Disease Control and Prevention
, 116

Chemistry-teaching game
, 96

Children’s television
, 50–51, 63

Citizens
, 85

Clash of Clans (game)
, 46

Clusters
, 22, 34, 78

Co-creation
, 82, 83, 84

Co-innovation
, 12, 72–80, 118

Cognuse (e-health company)
, 118

Commercialization
, 73–74, 122

Commercials

TV channels
, 63, 165–166

video game industry
, 66–67

Communications technologies
, 11–12

Connected Health cluster (Estonia’s health-tech cluster)
, 128, 158

Cooperation
, 71–72, 82

ecosystem
, 128

forms
, 174–178

and innovation types
, 175

landscape and models
, 76–80

networks
, 80

pattern
, 135

Coordination
, 7, 30, 44, 93, 214

failures
, 157

innovation system
, 25, 159–160

of interactions between museums and the AV sector
, 189–190

lack of coordination of informational resources
, 181

of new cross-innovation system
, 160

public-policy-based coordination
, 50

Creative Europe
, 77

Creative Industries Policies
, 12–13

Creative Mobile
, 51

Cross Motion project
, 96–97, 145–146, 148, 150, 169, 196–197

Cross-boundary learning
, 19, 142

Cross-innovation
, 31–33, 99, 134, 178, 210, 215–217

attitudes, drivers, and challenges of
, 81–84

between AV and health sectors
, 156

between AV and tourism sectors
, 203–204

dialogues
, 157–158, 204–205

drivers and barriers of
, 178–184

emergence of new rules
, 213–215

forms
, 155–156

international cross-innovation systems
, 34–37

international growth and platformisation
, 160–162

in media domains
, 169

peculiarities of
, 135–137

platformisation
, 210–213

plurality and fluidity of innovations
, 159

social network markets
, 159–160

systems and space
, 33–34

two rules
, 201–204

See also Innovation systems

Cross-innovation systems
, 110–111

potentials for media companies in small markets
, 55–56

Cross-media strategies
, 7, 31–33

Cross-sectoral dialogues

institutional landscape for
, 126–129

modes
, 131–135

openness
, 129–137

peculiarities of cross-innovation
, 135–137

Crowdsourcing
, 75–76, 89–90

Cultivation (bildning)
, 62–63

Cultural/culture
, 20–21

culture-policy measures
, 189–190

heritage sites
, 167–168

organisations
, 189

science approach
, 23, 216

semiotics
, 23, 210

theory
, 210

Curricula
, 73–74, 75–76, 83, 84, 86, 212–213

Dance Revolution
, 117–118

Danish economy
, 33–34

Data exchange
, 139, 160–161

Delfi
, 48–49, 53–54

Demand creation
, 21

Demand-side innovation
, 21

measures
, 186

policy
, 185–186

Demand-side policy
, 185–186, 188–189

Democratization
, 86, 89–90

Developing countries
, 85–86, 93

Digital AV
, 105–106

Digital educational games. See Digital learning games (DLG)

Digital health
, 147

Digital learning games (DLG)
, 63–67

Digital learning materials
, 74

Digital Visual Industry (DVI)
, 126–127

Digitalization
, 74, 87, 89–90

Digitisation
, 5–7, 31–32, 178, 203, 210

Disease management
, 118

Disease prevention
, 125

Disruptive innovation
, 91–92

Distant learning
, 89–90

Diversity
, 29–31

inherent
, 216–217

institutional
, 107, 128–129

reduction
, 216–217

‘Doctor Google’
, 156

Doctor’s Desk, The
, 116–117

Dogme 95 school
, 157

‘Dopfer and Potts’ theory
, 22–23

DR
, 45

Drivers of cross-innovation
, 81–84

E-governance
, 121–122, 139

E-health
, 139, 155

E-health company (Cognuse)
, 118

E-koolikott (e-schoolbag in translation)
, 110–111, 212–213

Eco, Umberto
, 21

Economies

of scale
, 34–35, 52

of scope
, 6–7, 48

Ecopolicy (2009)
, 66

Edquist, Charles
, 126, 129

EdTech
, 80, 212–213, 214–216

emergence
, 108–110

industry
, 108

sector
, 72, 86–92

Southeast Sweden
, 78–79

Education
, 10, 80, 105–106

education-oriented remits
, 63

education-related cross-innovation systems
, 111

and health care
, 10

processes
, 73

system
, 74–75, 94

Education Finland program
, 78

Education sector
, 71–72, 79, 83, 85–86, 88, 89, 99, 107

using AR and VR solutions
, 5

AV media and
, 81

development stage, markets, and trends
, 72–76

Educational film
, 61–63, 132–133

Educational games (EG)
, 63, 65, 67

Educational systems
, 110–111, 128–129

Educational television
, 61–63

Edutainment
, 64–65, 99

Eesti Meedia
, 47–49

Egmont Foundation
, 128

Egmont fund
, 127–128

Ekspress Grupp
, 48–49

Enterprises
, 6, 131–132, 187

Espoo city
, 78

Estonia
, 157, 210–211

characteristic
, 128

creative industries’ policy prominence in
, 128–129

cross-sectoral cooperation in
, 140

film sector
, 157–158

Estonian Connected Health Cluster (ECHC)
, 128

Estonian Health Insurance Fund
, 140

Estonian Public Broadcasting (ERR)
, 157–158

European Union (EU)
, 4–5

EU Digital Single Market Strategy
, 36

EU MEDIA programme
, 44–45

funding
, 13, 77, 92–93

services and tourism sectors growth
, 10

Eurostat
, 11, 25–26

Evolution(ary)
, 78–79

economics
, 19–20, 210

media
, 6

mesoeconomics
, 22–23

microeconomics
, 22–23

Exergames
, 117–118

Facebook
, 54–55, 210

Family House, The (case of Egyptian soap opera)
, 116

Film(ing)
, 116, 122

financing
, 186–187

fund
, 194–195

industries
, 49, 166

location-based apps to promoting film tourism
, 194–197

locations
, 166

montage
, 29–30

noir-themed location-based app
, 197

policies
, 43–44

tourism
, 149–150, 167–168, 194

and TV cooperation with tourism
, 165–170

Filmby Aarhus (hub of shooting studios)
, 157

Filmby Aarhus Incubator
, 126–127

Finland Tekes’ Education Solutions (Oppimisratkaisut) program
, 77

Finnish National Agency for Education
, 78

Finnish teachers’ education
, 81–82

Freeman, Chris
, 19

Game of Thrones
, 166

Game-based learning (GBL)
, 63–64

Game(ing)

design
, 66, 166–167

gaming-oriented rehabilitation
, 118

industry
, 77, 85

production
, 51

Gamification
, 63–64, 75, 106–107

forms in tourism industry
, 166–169

Old Narva App
, 170

tourism in global age
, 169–170

See also Virtual reality (VR)

Gamified rehabilitation
, 129–130

Germany
, 4–5, 20, 173–174

film funds
, 149–150

market
, 150

Global platforms
, 48, 170, 211

Global Positioning Systems (GPS)
, 167

Global standardisation of media services
, 35–36

Globalisation
, 9, 21, 34–35, 44

Google
, 54–55, 75–76, 88–89, 99

Google/Alphabet
, 210

Google Maps
, 36, 168

Hackathon-type event
, 194–195

Hamburg
, 174–177, 180

cross-innovation processes
, 180

Kreative Gesellshaft
, 186

Hamburg Film Fund
, 149–150

Hamburg Kreative Gesellschaft
, 186

Hamburg Tourismus GmbH
, 174

Hartly, John
, 4

Health care
, 10, 116

digital
, 145–146

sector
, 118

Health education
, 115–116, 117

Health media
, 152

Health platforms
, 161

Health sector
, 124–125

Health services
, 32

health service/product development
, 133

Healthism
, 155–156

Heart disease
, 140

Heritage sites
, 184, 189–190

Higher education institutions (HEIs)
, 126, 188

HIV
, 116

Holistic approach
, 19

to innovation systems
, 19–21

Hollywood
, 116

Hospitals
, 139, 150, 158

Hutspiel (1955)
, 64

IGDA Estonia
, 157–158

Incubators
, 46–47, 128, 187–188

Indirect Augmented Reality
, 170

Industrial culture
, 86–87, 108–109

Industry association
, 71–72, 187–188

Information and communication technology (ICT)
, 7–8, 74, 121–122, 175–177, 212, 213

industries
, 12

sector
, 76, 77, 123–124

Information economy
, 11, 12

Innovation
, 17–18, 84–86, 129

adoption
, 159–160

funding agency
, 77

funds
, 141

plurality and fluidity
, 159

policy
, 85

process
, 123–124, 187

support system
, 34, 92

types
, 174–175

See also Cross-innovation

Innovation systems
, 4, 18

adoption
, 24–27

diversity
, 29–31

firms over meso-trajectory
, 27–29

holistic approaches to
, 19–21

origination of rules
, 23–24

research
, 17–19

retention
, 27

theory
, 18–19, 21, 210, 216

See also Cross-innovation

Innovative digital service development
, 204–205

Instagrammers
, 211–212

Institutional landscape

for cross-sectoral dialogues
, 126–129

supporting cross-innovations
, 184–189

Intellectual property rights (IPRs)
, 82–83

Inter-sectoral cooperation
, 50–51

Interactive Denmark
, 126–127

Interactive learning
, 20, 49, 55–56, 187, 211–213

Interfirm communication
, 187

International markets
, 12–13, 35–36

Internationalisation
, 35–36, 122–123

Interreg
, 31

Interreg Baltic Sea programme
, 13

Interreg programme of European Commission
, 13

Keys to Health (Finnish series)
, 115–116

Kyky model
, 78

Language

barrier
, 72–73

language-learning
, 65–66

Latvia
, 4–5, 53–54, 174

Learnification
, 110

Learning

concept
, 89–90

by doing
, 86

games
, 36–37, 63

Lego fund
, 127–128

Letter Quest Remastered (2017)
, 65

Lifelong learning
, 75–76

Lithuania
, 4–5, 53–54

Lithuanian National Drama Theatre
, 99–100

Living lab
, 79

Location-based tourism apps
, 194

Location-tracking technologies
, 167

Location-based media
, 168–169

Logo (educational programming language)
, 64

Lotman, Juri
, 17–18

Lundvall, Bengt-Åke
, 7, 19

Lundvall’s approach
, 31

to innovation systems
, 30

Malmö
, 71–72, 79–80

Markets
, 72

failures
, 137–138

fragmentation
, 72–73

Mass media
, 116, 155–156

Matchmaking events
, 142, 189

Media
, 115–116, 210–211

cluster developments
, 187

convergence
, 5–8

evolution
, 6, 78–79

industries
, 52

literacy
, 88–89

logic
, 9, 166, 210–211

markets
, 52

policies
, 53

services
, 11–12

and tourism
, 11

Media Evolution City
, 109

Mediatisation
, 8–10, 22, 84, 116, 156, 203–204, 216–217

of tourism
, 211–212

Mediator
, 197

MedTech Innovation Consortium
, 127–128

Mental health
, 115–116, 118

Meso level

analysis
, 215

studies
, 5

Meso-analysis of cross-innovation
, 173–174

challenges for policymakers
, 189–190

drivers and barriers of (cross-) innovation
, 178–184

forms of cooperation
, 174–178

institutional landscape supporting cross-innovations
, 184–189

Meso-trajectory, firms over
, 27–29

Micro trajectories

augmented reality chemistry learning solution
, 96–99

between AV and tourism sectors
, 193–194

location-based apps to promoting film tourism
, 194–197

360-degree film for virtual preservation of historic buildings
, 99–102

Micro-bloggers
, 211–212

Microsoft
, 88–89, 99

Minecraft (game)
, 46, 65, 66

Minnesota Educational Computing Consortium (MECC)
, 64–65, 66–67

Mixed reality (MR)
, 168

technologies
, 74–75

Mobile devices
, 167

Mobile games
, 36–37, 51, 158

Mobile learning
, 89–90

Mobile media
, 24

Mobile web
, 8

Modern Times Group (MTG)
, 47

MoleQL
, 97, 108

Movie Map App
, 194–195, 196–197

MTV
, 116

Museums
, 167–168

Narva
, 128, 169, 170

National Academy of Visual Instruction
, 61–62

National e-health services
, 160–161

National health care policies
, 115–116

Nebula Cluster
, 99–100

Nelson, Richard R
, 19

Netflix
, 54–55

Networking

events
, 187–188

networked media
, 11–12

opportunities
, 77–78

NEWS (1958)
, 64

‘Next Media’
, 187

Nordic countries
, 43, 44

AV media in
, 43–47

Nordic Film and Television Fund (NFTF)
, 44–45, 77

Nordic Game Program
, 46–47

Nordic media industries
, 43–44

Nordic Noir
, 157

Norway
, 36–37, 43, 55

Now-then photography. See Re-photography

NRK Super
, 63

Online-booking platforms
, 178, 179

Opiq
, 212–213

Oregon Trail (1971)
, 64–65

Over-the-top services (OTT services)
, 54, 161, 212

Path-dependence
, 24–25, 36–37, 55–56, 135

Personalisation of services
, 178

Phenomenon-based learning
, 83

Pilot Production
, 165–166

Platformisation
, 106, 110–111, 160–162, 179, 203, 210–213

Platforms
, 202–203

Playful Learning Center in University of Helsinki
, 78

Pokémon Go (game)
, 117–118, 168, 203–204

Policy measures

culture-policy measures
, 189–190

demand-side
, 185–186

general innovation
, 188–189

Policymakers
, 72, 189

in Aarhus
, 157

challenges for
, 189–190

Population growth
, 81–82

Potts, Jason
, 4

Primary care
, 131, 139–140, 157, 160–161

Privacy
, 72, 161–162, 167

Private media
, 30–31

Process

frustrating
, 195–196

innovations
, 178

Processing knowledge
, 10

Product innovations
, 26

Production companies
, 95–96

film
, 44

matured content
, 123–124

Programme for International Student Assessment (PISA)
, 85

Prototyping
, 77–78, 141

Public

authorities
, 34, 204–205

broadcasting
, 65

funding
, 12–13, 51

goods
, 111

intervention
, 189

policy
, 184, 189–190

procurement
, 72–73, 83–84, 188–189

service media institutions
, 30, 44

value
, 30–31, 44, 49–50, 161, 185, 212–213

Public sector
, 85, 204–205

actors
, 80, 93

in driving innovation
, 180

fingerprint
, 72

leadership
, 205

organisations
, 141

Public service broadcasters (PSBs)
, 63

Public-policy interventions
, 189–190

Public–private educational cooperation
, 102

Public–private partnerships (PPPs)
, 67, 79, 85, 93, 98

Radio
, 115–116

Rakett 69
, 50–51

Re-photography
, 169

Reader Rabbit (1983)
, 64–65

Reality shows
, 118

Regional health care system
, 139

Regional innovation systems
, 34, 36

Regulations
, 84–85, 159–160

domain-crossing
, 6

heterogeneity
, 160

Rehabilitation
, 36, 146, 159

footballers’ post-injury
, 149

gaming-oriented
, 118

physical
, 131

sports rehabilitation using VR technology
, 148–150

VR
, 133–134, 196–197

Research, development, and innovation (RDI)
, 73–74

Resources
, 18, 22, 66, 136–137, 195

in education sector
, 73–74

public sector
, 72–73

of sectoral organizations
, 79

shortage
, 53

transmedia
, 100

Riga
, 174

Risk

capital investments
, 138

funds
, 141

Rovio
, 76, 216

Rule(s)
, 22, 27

carriers
, 22

origination
, 23–24

trajectory
, 22–23

Schumpeter, Joseph
, 18, 23

Science park
, 76, 78–79

Sector(al)

challenges for sectoral policy makers
, 137–142

funds
, 186–187

innovation models
, 81–92

openness for mutual cooperation
, 129–131

path-dependencies
, 129–131

peculiarities in innovation models
, 84–86

policymakers
, 92–94

umbrella organizations
, 80

Semiotics
, 19

cultural
, 23, 210

Serious Game Network (SeGaN)
, 66

Serious Gaming
, 87–88

Serious Gaming Cluster
, 78

Service sector
, 73–74, 216

SimCity (1989)
, 64–65

Siri (Apple)
, 4

Skolfilm (school film)
, 62–63

Skype
, 5–6

Small and medium-sized enterprises (SMEs)
, 27–28, 33–34, 181–183, 198, 203, 204–205

media and tourism sector
, 182

resource-strapped
, 211

Smart tourism
, 193–194, 198–199

Smartphones
, 117, 167, 168

Social entrepreneurship
, 89–90

Social media
, 6, 156

channels
, 177

influencers
, 203, 211–212

platforms
, 42

technologies
, 117

tools
, 203

Social network(ing)

markets
, 33, 110–111, 159–160, 202–203, 210–211, 212–213

platforms
, 210

Society
, 19, 80, 212–213

information
, 10, 12, 19

trust and reliability
, 76

Society for Visual Education
, 61–62

Soviet Union
, 99–100

Spacewar!, (game)
, 64

Spotify
, 53, 76

Standardised Estonian national data
, 161

Start-up(s)
, 5, 129–130

companies
, 215–216

culture
, 76

Estonian
, 51

incubators
, 148

Storytelling
, 84, 87

AR
, 201–202

AV
, 157, 179

digital
, 132, 134

transmedia
, 157

Supply-side

innovation
, 186

policy measures
, 188–189

Svensk Filmindustri (SF)
, 62–63

Sweden
, 4–5, 20, 36–37, 43, 46, 54, 55, 62–63, 66, 71–72, 74, 107, 212

Swedish EdTech association
, 78–79

Swedish Modern Times Group
, 53–54

Tablet PCs
, 167

Taher’s project
, 149–150

Take Care of Yourself! (youth-oriented entertainment show)
, 116–117

Tallinn capital
, 122

Team Finland
, 93

Technology

innovation
, 125

matures
, 214–215

technological development
, 182

technology-centeredness in innovation
, 125

technology-driven solution
, 146

Tekes
, 46–47, 77

Telecommunication

firms
, 54

industries
, 8

mobile
, 7–8

vendors
, 54–55

Telemedicine
, 117, 137, 156

Television (TV)
, 115–116

educational film and
, 61–63

and film cooperation with tourism
, 165–170

production
, 122

programmes
, 155–156

show
, 50–51, 132–133

Test(ing)
, 136

environment
, 79, 85–86

market
, 76–77

Tourism
, 106–107, 202, 212, 214–215

AR in
, 214

cross-innovations between AV and
, 203–204

destinations
, 165–166

dialogues
, 204–205

film and TV cooperation with
, 165–170

firms
, 185–186

forms of gamification in
, 166–169

gamification in global age
, 169–170

organisations
, 167

platformisation
, 211–212, 215

platforms
, 202–203

product
, 175

two rules
, 201–204

Tourism sectors
, 173–174, 183, 184, 187–188

development
, 189

in Hamburg and Riga
, 211–212

meso-analysis of cross-innovation between AV media and
, 173–174

micro-trajectories between audiovisual and
, 193–194

Tourist attractions
, 167–168

Translation function
, 108

Transmedia(l)

approach
, 212–213

strategies
, 6–7

studies
, 31–32

Travel

bloggers
, 203

travel-themed applications
, 167–168

Travel Channel
, 165–166

TripAdvisor
, 202–203, 211

Triple Helix

model
, 108

organizations
, 78–79, 85–86

United Kingdom
, 63, 66–67

United Nations sustainability goals
, 86

United States
, 61–63, 66, 117, 137–138

User(s)
, 6, 159–160

data
, 35–36

involvement
, 135–136

tests
, 135–136

Venture capital
, 88–89

Video

games
, 117, 118, 122

lecture
, 74–75

video-sharing platforms
, 156

Video-on-demand platforms (VOD platforms)
, 54

Virtual avatar
, 117–118

Virtual preservation of historic sites
, 100

Virtual reality (VR)
, 6, 46, 74–75, 96, 106–107, 118, 123, 145–146, 156, 175–177, 179, 196–197, 212

health cluster
, 214

in medical training
, 65–66

rehabilitation in elderly care
, 146–148

sports rehabilitation using
, 148–150

uses
, 41–42

See also Augmented reality (AR); Gamification

Visikon (Danish digital health-communication platform)
, 118

Vision Denmark alliance
, 127

Visual Instruction Association of America
, 61–62

Where in the World Is Carmen Sandiego? (1985)
, 64–65

‘Word of mouth’ marketing strategies
, 179

World Travel and Tourism Council
, 11

xEdu accelerator
, 78, 108

XTech sectors
, 87

You in Mind (BBC’s television series)
, 115–116

YouTube
, 5–6, 55, 156

YouTubers
, 211–212

Prelims
Section I Introductions
Chapter 1 The Study, Its Design and Its Social Pre-conditions
Chapter 2 From Innovation Systems to Cross-innovations
Chapter 3 Small Size Matters: Audiovisual Media Industries around the Baltic Sea
Section II Education Meets Audiovisual Media
Chapter 4 Education on Screens: Histories of Co-innovation and Convergence between Audiovisual Media and Education Sectors
Chapter 5 Meso-analysis: Modes of Cross-innovation Between Education and Audiovisual Sector
Chapter 6 Micro-trajectories: Small Firm Struggles at Boundaries between Audiovisual and Education Sectors
Chapter 7 Conclusions: Cross-innovations between Audiovisual and Education Sectors
Section III Health Care Meets Audiovisual Media
Chapter 8 Audiovisual Industries and Health Care: Overview of Forms of Co-innovation and Convergence
Chapter 9 Health and Audiovisual Sector: A Meso-analysis of How Systemic Coordination of Sectoral Cooperation Leads to Convergence
Chapter 10 Micro-trajectories: Small Firm Strategies at Boundaries between Audiovisual and Health Care Sectors
Chapter 11 Conclusions: Cross-innovations between Audiovisual and Health Sectors
Section IV Tourism Meets Audiovisual Media
Chapter 12 Audiovisual Industries and Tourism: Forms of Convergence
Chapter 13 Meso-analysis of Cross-innovation between Tourism and Audiovisual Media: The Case of the Public Sector’s Driving Role
Chapter 14 Micro-trajectories between the Audiovisual and Tourism Sectors: Small Firms Working with the Public Sector
Chapter 15 Conclusions: Cross-innovations between Audiovisual and Tourism Sectors
Section V Conclusions
Chapter 16 Cross-innovation, Is It a Thing?
Index