The Impact of Post-Reality on Creative Businesses
Main Article Content
Abstract
Post-reality is a result of technological changes in the marketing environment. This phenomenon has a great impact on creative enterprises. The objective of the study is to characterise the impact of the newest trends in the marketing environment on creative businesses. The article presents the results of the research on the influence of post-reality on the operating strategies of creative businesses.
The study was supplemented with examples in the form of case studies. The study uses secondary sources obtained with the desk research method and proprietary participating observations.
Downloads
Article Details
References
2. Cieplak, T., Malec, M., Jarmuł, Ł., 2016. Video materials as a means of promotion and advertising of the fields of study. Advances in Science and Technology Research Journal, vol. 10, no 31, pp. 274–280.
3. DCMS, 2009. Investing in Creative Industries – a Guide for Local Authorities. London.
4. Drozdowski, R., Zakrzewska, A., Puchalska, K., Morchat, M., Mroczkowska, D., 2010. Wspieranie postaw proinnowacyjnych przez wzmacnianie kreatywności jednostki. Warszawa: Polska Agencja Rozwoju Przedsiębiorczości.
5. Herrmann, E., Manns, M., Du H., Hosseini, S., Fischer, K., 2017. Accelerating statistical human motion synthesis using space partitioning data structures. SPECIAL ISSUE PAPERS Computer Animation and Virtual Worlds, Version of Record available online: 12 May 2017 | DOI: 10.1002/cav.1780, 2017.
6. John, N. W., Phillips, N. I., Cenydd, L., Pop, S. R., 2017. The Use of Stereoscopy in a Neurosurgery Training Virtual Environment. Presence-Teleoperators and Virtual Environments. Available online March 15, 2017, doi: 10.1162/PRES_a_00270, 2017.
7. Jung, S., Hong, S., Cho, K., Eom, H., Choi, B., Noh, J., 2017. Age-related gait motion transformation based on biomechanical observations. SPECIAL ISSUE PAPERS Computer Animation and Virtual Worlds, Version of Record available online: 12 May 2017 | doi: 10.1002/cav.1774.
8. Kangsoo, K., Maloney, D., Bruder, G., Bailenson, J. M., Welch, G. F., 2017. The effects of virtual human’s spatial and behavioral coherence with physical objects on social presence in AR. SPECIAL ISSUE PAPERS Computer Animation and Virtual Worlds, Version of Record available
online: 21 May 2017 | doi: 10.1002/cav.1771.
9. KEA European Affairs, 2006. The Impact of Culture on Creativity. Brussels.
10. Kłosowski, G., 2016. Use simulation to improve flow control in furniture manufacturing company. Zarządzanie Przedsiębiorstwem, vol. 2, pp. 29–37.
11. Lach, M., 2014. Przemysły kreatywne w Polsce. Analiza liczebności. Warszawa.
12. Liu, Ch., Shen, Y., Shao, Y., Zhao, Z., Wang, Z., 2017. Sky detection- and texture smoothingbased high-visibility haze removal from images and videos. SPECIAL ISSUE PAPERS Computer Animation and Virtual Worlds, Version of Record available online: 3 May 2017 | doi: 10.1002/cav.1776.
13. Młyńska, P., 2015. Determinanty efektywności alokacji zasobów przez przedsiębiorstwa kreatywne. Studia i Prace Wydziału Nauk Ekonomicznych i Zarządzania US, no. 39, vol. 3, Szczecin: Wydawnictwo Uniwersytetu Szczecińskiego.
14. Park, P., 2017. Emotional reactions to the 3D virtual body and future willingness: the effects of self-esteem and social physique anxiety. Virtual Reality, vol. 1.
15. Proctor, T., 1998. Zarządzanie twórcze. Warszawa: Wydawnictwo Gebethner & Ska.
16. Raport, 2010. Europejski Rok Kreatywności i Innowacji w Polsce. Warszawa: Fundacja Rozwoju Systemu Edukacji.
17. Raport VR, 2017. VR-OVA rewolucja marketingu. ISA.
18. Rickards, T., 1998. Creativity and Innovation: A Transatlantic Perspective. Creativity and Innovation Yearbook, vol. 1. Manchester Business School.
19. Robinett, W., 2017. Technological Augmentation of Memory, Perception, and Imagination—From the Viewpoints of 1991 and 2017, Presence-Teleoperators and Virtual Environments. Available online March 15, 2017, doi: 10.1162/PRES_a_00271.
20. Sato, S., Mizutani, K., Dobashi, Y., Nishita, T., Yamamoto, T., 2017. Age-related gait motion transformation based on biomechanical observations. SPECIAL ISSUE PAPERS Computer Animation and Virtual Worlds, Version of Record available online: 3 May 2017 | doi: 10.1002/cav.1766.
21. Szopiński, T., 2013. Kreatywność i jej znaczenie w biznesie. In: Metody i techniki pobudzania kreatywności w organizacji i zarządzaniu. A. Kosieradzka, Ed.. Kraków – Warszawa: Wydawnictwo edu-Libri.
22. Trias de Bes, F., Kotler, Ph., 2013. Innowacyjność przepis na sukces. Model “Od A do F”. Poznań: Dom Wydawniczy REBIS.
23. Wertheimer, M., 1959. Productive Thinking. New York: Harper&Row.
24. Witmer, B. G., Singer, M. J., 2017. Measuring Presence in Virtual Environments: A Presence Questionnaire. Presence-Teleoperators and Virtual Environments, Available online March 13, 2016, doi: 10.1162/105474698565686.
25. The Farm 51 Report, 2017. Group SA.
26. TMT Predictions, 2017. Prognozy dla sektora technologii, mediów i telekomunikacji. TMT. January.
27. TrendBook, 2017. Trendbook. Hatalska Natalia.
28. UNCTAD, 2008. Creative Economy Report 2008. United Nations.
29. VR Industry, 2017. Trends A comprehensive overview on the state of the VR Industry in Q2–2017. VR Industry.