Research Pool

Here you find recent research on creative industries in Berlin.

Its free, use it, cite it properly, spread the word.


Games Policy Summit Report, Malmö 2024

This comprehensive report synthesizes key insights from presentations by industry experts focused on the European games industry at the first-ever Games Policy Summit. It explores…


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Die Veränderung des Frauenbildes in der deutschen TV-Werbung von 1980 bis 2020

Werbung ist in der heutigen Zeit überall präsent, sei es in den sozialen Medien, im Fernsehen oder auf verschiedenen Anzeigetafeln im öffentlichen Raum. Die Werbung ist ein…


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Mapping of Digital Technology in Supply Chain Sub Functions

This thesis explores the transformative impact of digital technologies on various sub-functions of supply chain management. Through an extensive literature review and multiple…


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Social media and content marketing In real estate

The research paper explores the global impact of social media and content marketing strategies in the real estate industry, addressing the issue of insufficient understanding of…


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Venture Capital Investment Across Borders: Comparing Two Sectors

In the era of globalization, cross-border venture capital investment is growing, leading to innovation and economic growth across international borders. This thesis explores the…


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Künstliche Intelligenz zur Planung und Optimierung eines Modeunternehmens

Die sogenannte Industrie 5.0 wird mit der Einführung der Künstlichen Intelligenz (KI) als Nachfolger der Industrie 4.0 betrachtet. Sie beschreibt die Zusammenarbeit zwischen…


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Managing Gaming Industry Influencer Marketing Strategies

International Technology Transfer Management Presumably, the influencer marketing is currently at the spearhead of digital marketing strategies, and the gaming industry is…


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In der Innovationsfalle

Überlegungen zu einer zukunftsfähigen Innovationsförderung. Malte Behrmann liefert spannende, verblüffende und unmittelbare Einsichten zu einem problembehafteten Themenkomplex:…


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Vorbild Asien?

Neue Geschäftsmodelle für Medien und Kommunikation aus Asien für Europa. Technischen Errungenschaften sind wichtige Voraussetzungen für gesellschaftliche Veränderungen. Europa hat…


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Blockchain Technology as an Instrument for digital marketing

This research aims to explore the role of blockchain technology in digital marketing and its impact on marketing strategies and consumer behaviour. The study focuses on…


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Exploring the part played by fine art in the online world

What are the ways fine art can be incorporated into web design? Websites are quickly replacing other forms of media as people choose them for social interaction, company…


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Better Late Than Never: An evaluation of the German Federal Government Computer Games Funding

Globally, Germany is one of the top consumers of video games and yet domestic game developers demand only a 4.2% market share (game e.V., 2021). Recognising this as an issue, the…


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Community Building mit Influencern

In unserer heutigen digitalisierten Welt ist der Aufbau von Communities zu einer Schlüsselkompetenz geworden. Communities definieren nicht nur die Möglichkeiten, in denen wir uns…


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Role of augmented reality in shaping the german fashion industry during COVID 19

This study highlights how augmented reality has helped in shaping the market of the fashion industry post COVID-19. The study has shown how remote fashion trial concepts have…


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Role of art director in film industry

The study focuses on the role of art director in the Indian and German film industries. In the Indian and German fill industries, art directors face multiple challenges and…


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Kritische Reflexion des Spannungsfeldes zwischen Spielern und Mikrotransaktionen – ein empirischer Ansatz

Die Computerspielindustrie ist in den vergangenen Jahren stark gewachsen. Verschiedene Entwickler entwerfen immer wieder neue Spiele aus den unterschiedlichsten Genres. Ein Teil…


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Immobilienmarketing – Die Covid-19 Pandemie als Beschleuniger der Digitalisierung

Das Immobilienmarketing gewinnt im Zuge der Internationalisierung des Marktgeschehens stetig an Bedeutung. Neben beeinflussenden Faktoren wie dem damit einhergehenden…


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Finanzierung von Computerspielproduktionen in Deutschland und Europa mit öffentlicher Förderung

In dieser Studie wird die Entwicklung der Computerspielförderung in Deutschland in den vor der Einführung einer Bundesförderung und in den Jahren 2019 und 2020 untersucht. Zum…


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TIBOR VITO HOFFMANN

Decorative Elements as Monetization & Marketing Strategy in Online Games

This thesis analyses the sale of virtual items in online gaming environments as part of a range of new business models that are tied to the rise of the internet. Based on a deeper…


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Interactive Music writing in the Age of AI: A retrospective analysis and the future for game music.

In this study interactive music writing industry has been evaluated. As the practice of writing music and designing sounds to video games, it’s history and its business dynamics…


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The role of user research in the development of digital products

User research is a discipline that has been present in the study of human behaviours since the beginning of humankind. From creating a spear to hunt a prey, to creating a digital…


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Kino und Spiele – Medien in Frankreich und Deutschland

Dieses Buch ist das erste Buch von Malte Behrmann, erschienen 2005. Es erhebt erstmals die für die damalige Zeit noch völlig undenkbare Forderung nach öffentlicher Förderung der…


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Social/Enviromental Impact of Cultural & Creative Industries: Can they be a Pioneer for ‘Doing Good’?

The purpose of this study is to investigate if the cultural and creative industries in Berlin can be a pioneer for ‘doing good’. In a broader perspective, the study analyzes…


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Subscription-Based Gaming – A New Business Model in the Video Game Industry

Evidently, subscription-based distribution is now the de facto method of content consumption for music and TV, and gaming is increasingly embracing the model too. In the present…


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The chicken or egg problem in platforms: An empirical study in Berlin

Since the development of digital technologies, the platform business model has begun to rise and change the landscape of the market, as more and more companies embrace this…


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The impact of digitisation on working environments.

This thesis analysis the impact of digitisation on work processes and environments in the cultural and creative industries. The aim of this research is to identify the changes…


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Reputation as an Important Element of the Corporate Branding An Analysis of Online Reputation Management in the Apparel Industry

The present thesis provides a strategic framework for online reputation management in the fashion industry. Therefore, the essential factors that influence a company’s reputation…


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Creative Cities and gentrification: A compared analysis between Berlin and Madrid

The high-speed urban development of contemporary cities forces their inhabitants to the confrontation with severe phenomena of gentrification. In parallel, definitions such as…


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