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Due to processes of digitalisation and the ongoing rise of the networksociety the leisure sector is in need of new business models. Ways how (leisure) content is made, disseminated, distributed, accessed, consumed and monetized are rapidly changing, causing actors to wonder how to best deal with this. Combining content, experience and service seems a way to create value. This research explores how actors, working in media, entertainment, arts and culture, shape their innovation environment in order to develop new business models. Which networks are formed and which role does proximity play in this? The research design of this study consists of an explorative casestudy. Three cases in the Netherlands will be investigated by looking at networks, processes of value creation and levels of proximity. In doing so, this study aims to contribute to the academic knowledge on value creation in networks in the leisure sector and the importance of place for the production, distribution and consumption of leisure content. Furthermore, it aims to provide leisure actors with new perspectives on creating new business models.
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