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Record W3125358064

Vancouver as Media Cluster: The Cases of Video Games and Film/TV

2011· preprint· en· W3125358064 on OpenAlexaboutno aff
Trevor J. Barnes, Neil M. Coe

Bibliographic record

VenueRePEc: Research Papers in Economics · 2011
Typepreprint
Languageen
FieldSocial Sciences
TopicCultural Industries and Urban Development
Canadian institutionsnot available
Fundersnot available
KeywordsStudioRevenueCapital (architecture)Media industryDreamMovie theaterResource (disambiguation)EconomyAdvertisingEconomic historyArt historyBusinessEngineeringPolitical scienceArtHistoryVisual artsTelecommunicationsEconomicsComputer scienceFinance
DOInot available

Abstract

fetched live from OpenAlex

If ever Joseph Schumpeter’s (1942) notion of ‘a gale of creative destruction’ has applicability it is to Vancouver, British Columbia. Over the course of the last 25 years, immensely powerful gusts of economic change, cyclonic in their energy, have destroyed Vancouver’s old urban economy based on processing natural resources like lumber and fi sh. In their place, a ‘new economy’ has been erected resting on creative, weightless industries like those in the new media. Consequently, the old inner city where resource activities happened, and where resource- processing workers lived, has been torn up and remade. Even some of Vancouver’s suburbs, particularly the oldest, Burnaby, lying directly to the east of the city, have experienced a radical makeover as former light industrial and warehouse spaces were reconstructed as movie studios and ‘dream factories’ for the manufacture of video games. The purpose of this chapter is to analyse the gale of creative destruction that has touched down in Vancouver, transforming the city into, among other things, a media cluster. In particular, we focus on two of the city’s media industries, both of which generate over a billion Canadian dollars in revenue each year: video games and fi lm and TV production. The chapter is divided into fi ve substantive sections followed by a brief conclusion. First, we outline the recent historical transformation of Vancouver from a staples- producing local metropole to a world city that is now one of the termini on the global media industry’s international circuit of labour, capital and ideas. Secondly, we discuss the origins, development and geography of the video games and fi lm/TV clusters within Vancouver. Thirdly, we describe the particular critical institutional contexts that diff erentially have borne upon and shaped the development of the two clusters, and which include the role of the state, labour organizations and non- profi t institutions. Fourthly, we identify the internal dynamics propelling each of the two industrial clusters, setting their respective future trajectories and constraints. Finally, we speculate about the two industries’ future prospects, which include the blurring of the boundaries that so far have kept them distinct.

Fetched live from OpenAlex and de-inverted. Abstracts are not stored in this database: the inverted indexes are 8.6 GB of the frame’s 9.3 GB of text, and the host has 13 GB free.

How this classification was reachedexpand

Full frame machine prediction

Teacher imitation

Not calibrated prevalence, not ground truth. Human validation pending. The Gemma side is a direct model label for every work in the frame, read from the title-only record. The Codex side is a classifier learned from the 10,348 direct Codex labels and calibrated to design-weighted sample rates; fields without enough sample support carry no Codex call. Candidate is the union of the two sides; consensus is their intersection. These outputs are machine_predicted_unvalidated and are not human labels.

metaresearch head score (Codex)0.001
metaresearch head score (Gemma)0.004
Version: metacan-v3-hybrid-931329e0061cValidation status: machine_predicted_unvalidated
Candidate categoriesnone
Consensus categoriesnone
DomainCandidate signal: none · Consensus signal: none
Study designCandidate signal: Qualitative · Consensus signal: none
GenreCandidate signal: Empirical · Consensus signal: none
Teacher disagreement score0.413
Threshold uncertainty score0.831

Distilled classifier scores by category (both heads)

CategoryCodexGemma
Metaresearch0.0010.004
Meta-epidemiology (narrow)0.0000.000
Meta-epidemiology (broad)0.0000.000
Bibliometrics0.0030.006
Science and technology studies0.0170.006
Scholarly communication0.0110.003
Open science0.0010.004
Research integrity0.0020.002
Insufficient payload (model declined to judge)0.0110.001

Machine scores (provisional)

The two teacher heads of the student model, read on this work. A score orders the frame for review; it never asserts a category, and the validation status ships verbatim with every row.

Baseline scores from an immature model (maturity gate not passed, 7 training rounds). Scores rank; they never assert a category.

Opus teacher head0.072
GPT teacher head0.331
Teacher spread0.259 · how far apart the two teachers sit on this one work
Validation statusscore_only:v0-immature-baseline · verbatim from the scoring run: score_only means the number may rank works, and no category label ships from it

Classification

machine, unvalidated

Machine predicted; a candidate call from one source (direct Gemma or distilled Codex), not a consensus.

The models applied no category: nothing in the taxonomy fit this work.
Study designQualitative
Domainnot available
GenreEmpirical

How this classification was reached, model by model and score by score, is at the end of the page under "How this classification was reached".

Quick stats

Citations5
Published2011
Admission routes1
Has abstractyes

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