Mechanism Underlying the Formation of Virtual Agglomeration of Creative Industries: Theoretical Analysis and Empirical Research
Abstract
:1. Introduction
2. Construction of the Theoretical Model
2.1. Interview Design and Implementation
2.2. Coding Analysis
2.3. Theoretical Model and Hypothesis
- The impact of digital technology on the formation of virtual agglomeration of creative industries. Grounded theoretical results show that digital technology has positively affected the formation of virtual clusters of creative industries through network collaboration, freedom of participation, and trust guarantee mechanisms. On the network coordination mechanism path, the rapid development of digital technology has accelerated the establishment of collaborative innovation networks between creative companies [15]. This has enabled creative companies to collaborate across regions, improve innovation efficiency, reduce production costs, and quickly meet consumer digital creative needs [16]. On the freedom of participation mechanism path, the activity boundary of creative enterprises can be widened with digital technology [17]. This can provide personalized products and services for consumers through creative customization, virtual experience, and transaction interaction [18], and helps attract and drive more creative enterprises to gather online. On the trust guarantee mechanism path, the in-depth application of digital technology can make real-time analysis of the traces of creative consumption, social interaction, and entertainment of users in the virtual space. This helps to obtain more abundant credit information sources [19], quickly assesses the credit rating of users, and provides early warnings of potential credit risk [20]. Therefore, it can improve the sense of identity and trust of participants in the virtual organization and promote the formation of virtual agglomeration of creative industries. Therefore, the following assumptions are proposed:
- 2.
- The impact of the virtual platforms on the formation of virtual agglomeration of creative industries. Grounded theoretical results show that virtual platforms actively influence the formation of virtual agglomeration of creative industries through network collaboration, freedom of participation, and trust guarantee mechanisms. On the network coordination mechanism path, the virtual platform promotes network collaboration between creative enterprises through diverse service functions [21], efficient information sharing [22], and convenient transaction procedures [23], thus reducing production costs of creative products and improving service efficiency [24,25,26]. On the freedom of participation mechanism path, the open and inclusive platform feature lowers the entry barrier for creative enterprises and drives a wider range of creative enterprises to gather on the platform [27]. On the trust guarantee mechanism path, there are complete reward and punishment rules on the virtual platform, which helps avoid the emergence of unethical and illegal behavior on the Internet ensures that the legal rights of creative enterprises are not infringed, and accelerates the formation of virtual agglomeration of creative industries [28]. Therefore, the following assumptions are proposed.
- 3.
- The impact of the emerging consumer demand on the formation of virtual agglomeration of creative industries. Grounded theoretical results show that the emerging consumer demand directly affects the formation of a virtual cluster of creative industries. The new generation group born in the period of the rapid development of the Internet has obvious differences from the previous generation in terms of thinking, values, and cognitive methods. The group members are more willing to pursue individuality, express themselves, and share knowledge on the Internet [29]. The borderless creative network environment provides a free and open space for the new generation of people and they are willing to gather on the network to organize and participate in various creative activities [30]. In addition, increasingly more people have begun to pursue spiritual and cultural experience and consumption as living standards have improved. Digital creative products that integrate online consumption and cultural creativity have met the changes in consumer demand of people and have generated a lot of consumer demand for the online development of creative industries, which has promoted the formation of a virtual agglomeration of creative industries [31]. Therefore, the following assumptions are proposed.
- 4.
- The influence of the digital creative talents on the formation of virtual agglomeration of creative industries. Grounded theory results show that digital creative talents can directly or indirectly influence the formation of virtual agglomeration of creative industries through the network collaboration mechanism. On the direct path, digital creative talents directly integrate their Internet operation concepts, digital skills, and business innovation thinking into the whole process of creative enterprise operations. This can accelerate the digital innovation process of enterprises and the construction of a creative network ecology, which ultimately helps to promote the formation of the virtual agglomeration of creative industries. On the network coordination mechanism path, digital creative talents have a strong sense of innovation and professional skills. They can rely on a collaborative network that includes close communication and knowledge sharing among digital creative talents. Digital creative talents can provide innovative digital creative designs, products, and services for the online business of creative enterprises [32] and promote the virtual agglomeration of creative industries. Therefore, the following assumptions are proposed:
- 5.
- The impact of the digitalization of cultural resources on the formation of the virtual agglomeration of creative industries. Grounded theoretical results show that the digitalization of cultural resources positively affects the formation of virtual agglomeration of creative industries through the participation freedom mechanism. The digitization of cultural resources combines traditional cultural resources with advanced digital technologies such as virtual reality (VR), artificial reality (AR), artificial intelligence (AI), 5G, and others, which enlivens the static cultural resources originally displayed in museums and art galleries [33] and, at the same time, gives creative subjects the right to participate freely. Creative subjects can eliminate the physical space constraints and browse, learn, and use cultural resources online through the virtual network, to stimulate their creative inspiration [32]. In addition, under the authorization of digital cultural resources, creative enterprises can create and develop a series of digital creative derivative products, activate online R&D, production, sales, and consumption ecology of creative industries. In this way, they can attract more creative enterprises to participate in these activities and promote the formation of the virtual agglomeration of creative industries. Therefore, the following assumptions are proposed.
- 6.
- The impact of government policies on the formation of virtual clusters of creative industries. Grounded theoretical results show that government policies can directly or indirectly influence the formation of virtual agglomeration of creative industries through the network coordination mechanism. On the direct path, the government encourages the construction of new infrastructure, and formulates targeted financial subsidies and tax relief policies to guide the formation and development of the virtual agglomeration of creative industries [34]. On the trust guarantee mechanism path, the government takes various measures to effectively manage the illegal creative activities, protect the legitimate interests of creative participants, and create a good atmosphere of trust guarantee for online business [35]. Therefore, establishing a trust guarantee relationship between creative participants can accelerate the efficient flow of capital, information, and other elements in the virtual space [36] and greatly promote the formation of the virtual agglomeration of creative industries. Therefore, the following assumptions are proposed.
3. Empirical Analysis
3.1. Sample Collection
3.2. Data Analysis
4. Results and Discussion
5. Conclusions and Limitations
5.1. Theoretical Implications
5.2. Practical Implications
5.3. Limitations
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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Original Data | Coding Process | |
---|---|---|
Labeling | Category | |
A09 Innovative technology is a foundation. Without innovative technology, it is impossible to take the publicity of short video as a mainstream form. | B1 Innovation technology support | C1 Innovation support |
A11 The old film studio in Changchun is now preparing to transform into digital film and television because of digital technology development. | B2 Technology connotation enhancement | |
A02 In the past, it took us an hour to download a movie, but now it takes only a few minutes with 5G technology. | B3 Information highway | |
A08 We can quickly capture the demand information and then accurately enable the demand through the data analysis of people’s daily behavior habits. | B4 Accurate demand empowerment | C2 Service intelligence |
A09 With the popularization and application of AI and mobile Internet technology, digital crowd portraits become more accurate. | B5 Consumer portraits | |
A15 Digital technologies such as VR and AR can bring a deeper sensory experience to creative people. | B6 Virtual immersive experience | |
A25 The QQ reading list and index are simple and clear, highly professional, and can also be set to listen to book mode to relieve eyes. | B7 Operating experience | C3 Functional experience |
A13 QQ is particularly powerful, and the overall painting style is younger and more lively. | B8 Attractive interface | |
A24 Xiaoxiang academy website is more suitable for female students. It supports offline reading and automatic content in Wi-Fi environment. | B9 Practical performance | |
A28 In the game, the items or maps designed by the players can be sold in the mall, and the proceeds will be distributed to the designers. | B10 Creative achievement realization | C4 Market transactions |
A09 The combination of creative content and platform display can generate new collisions. | B11 Creative value display | |
A28 Bilibili requires a real-name system, and young people’s behavior that does not match the main theme will be prohibited. | B12 Creative content review | C5 Platform rules |
A13 More and more people are beginning to pay attention to the Internet’s laws and regulations to restrict their online behavior. | B13 User behavior constraints | |
A08 There are many user data in the network platform, so the platform must protect the user data in all aspects. | B14 User privacy protection | |
A15 We should pay attention to the network promotion crowd; for example, online games should be pushed to young people, and the Palace Museum lipstick should be pushed to girls. | B15 Creative promotion | C6 Publicity and promotion |
A04 Like Mayday’s online concert, it was sent out through Weibo, official account, etc., to let more people know. | B16 Campaign publicity | |
A13 Weiya, an online celebrity, has promoted the sales of many creative products through live broadcasting. | B17 Live sales | |
A04 Post-00s are more focused on their hobbies when buying creative products. | B18 Hobbies as the core | C7 New generation traits |
A13 Post-00s are willing to express themselves, take the initiative to learn much information, and have their own opinions. | B19 Willing to share and express | |
A28 Young people like to pursue individuality, difference and novelty. | B20 Pursue individual freedom | |
A06 Post-95s and post-00s generally accept new things faster. | B21 Explore new things | |
A12 For most theater enthusiasts, viewing online may be a good bonus. | B22 Channel facilitation | C8 Internet consumption habits |
A07 I started using computers in the first grade of elementary school, and the Internet has become an inseparable part of my life. | B23 Participants popularization | |
A08 Now most people’s time is mostly fragmented. | B24 Time fragmentation | |
A23 Economic and social development has increased spiritual and cultural needs and putting creative content on the Internet is also the satisfaction of spiritual needs. | B25 Pursue spiritualization | |
A14 A creative person should be an all-around creative person who can combine creative trends with technological development. | B26 Requirements for digital creative talents | C9 Existing digital creative talents |
A26 The digital creative industry is developing rapidly, but the gap of digital creative talents has become a bottleneck for development. | B27 Status of digital creative talent | |
A13 Technological innovation has led to changes in the demand for talents in creative enterprises and has driven the transformation of digital creative talent training. | B28 Digital creative talent training | C10 Potential digital creative talents |
A02 The Hangzhou government has provided attractive policies for digital creative talents. | B29 Digital creative talent attracting | |
A05 After digital creative development, historical and cultural resources can be understood by more people, which promotes the inheritance and development of culture. | B30 Cultural heritage | C11 Inheritance of digital cultural resources |
A04 Digital cultural creativity can better and faster go abroad and promote cultural output. | B31 Creative output | |
A11 Culture is an essential thing. If the product lacks cultural connotation, it is just a simple commodity. | B32 Cultural implantation | C12 Utilization of digital cultural resources |
A01 For example, the Riverside Picture on Qingming Festival and the Old Summer Palace have been digitally restored, and derivative works developed, which further exerted their creative value. | B33 Creative product development | |
A01 The digitization of cultural resources allows more people to experience the charm of outstanding culture and realize the sustainable use of cultural and creative resources. | B34 Creative experience continuation | |
A11 The government proposes new infrastructure tasks, which is a good way to boost the technical base. | B35 New infrastructure | C13 Environment creation |
A16 The business environment is like water, and the market subject is like fish. Therefore, the government must create a business environment conducive to the growth of fish. | B36 Business environment optimization | |
A16 Intellectual property law is conducive to protecting creators’ creative achievements and stimulating their enthusiasm for continuous creation. | B37 Intellectual property protection | |
A14 Cities like Shanghai, Beijing, and Shenzhen have issued various policies to purify the cultural and creative environment based on their own cultural development characteristics. | B38 Network environment purification | C14 Network supervision |
A16 The government network supervision department can conduct real-time supervision of network information to ensure network information security. | B39 Network information security | |
A06 The government provides various financial subsidies for the online gathering of creative small and mid-size enterprises. | B40 Financial subsidy | C15 Preferential support |
A16 To encourage creative enterprises to participate in online activities actively, the government has given different tax incentives. | B41 Tax incentives | |
A04 For example, Xiaomi provides all-around support for ecological chain companies and jointly defines, designs, and develops products with ecological chain companies. | B42 Industry chain participation | C16 Value chain interaction |
A05 Consumers’ creative needs can be distributed to creative companies by crowdsourcing on the platform, which improves collaboration and response speed between creative companies. | B43 Specialized production | |
A04 Through the symbiosis of creative industries, the technological innovation cost of enterprises can be shared. | B44 Cost savings | |
A02 For example, my customer suddenly has a new problem, and I can immediately report it to our manufacturer through the online platform. | B45 Timely production feedback | C17 Flexible production |
A07 With the support of innovative technology, creative customization can be made more precise, such as three-dimensional tailored clothing. | B46 Creative product customization | |
A06 Flexible production meets the creative industry’s development needs, which improves the efficiency of creative industry operations and makes resources more reasonably allocated. | B47 Efficient resource utilization | |
A04 Through the symbiosis of creative industries, creative enterprises can enhance technological innovation’s adaptability, shorten the innovation cycle, and reduce the risk of technological innovation. | B48 Reduce innovation risk | C18 Risk sharing |
A18 We can flexibly respond to the changes in the consumer market demand through virtual collaboration between industries. | B49 Reduce market risk | |
A22 Wechat reading app uses a monthly charging system, which provides convenience for readers without purchasing each book separately. | B50 Flexible payment channels | C19 Free entry |
A09 In the digital age, people are more willing to find suitable media to express their opinions freely. | B51 Free expression of opinions | |
A13 People can upload their original content on the network platform, which is easy to arouse people’s sentiment. | B52 Content autonomous creation | C20 Content co-creation |
A27 Barrage has truly transformed the Bilibili platform from a one-way video playback platform to a two-way emotional connection platform. | B53 Community culture resonance | |
A02 Consumers can screen creative companies based on their credit records and reputation scores in cyberspace. | B54 Reputation rating | C21 Reputation evaluation |
A01 Consumers can make consumption choices based on online evaluation information of creative products and services. | B55 Online evaluation | |
A18 The platform party shall promptly stop any behavior that violates the platform’s regulations and may stop providing services to it when necessary. | B56 Violation handling | C22 Transaction guarantee |
A05 There are many online payment tools on the Internet, which are very safe and convenient to use. | B57 Payment security | |
A24 When entering the platform, the creative enterprise’s authenticity must be reviewed, including the existing production and sales status and qualifications. | B58 Qualification review | |
A15 The “e-commerce law of the people’s Republic of China” has made provisions on illegal acts such as “brush praise”, “big data kill”, and “bidding ranking”. | B59 Laws and regulations | C23 Violation constraint |
A14 For example, some representatives of the two sessions of the People’s Congress of China this year put forward suggestions such as establishing the participants’ integrity archives and formulating the “social credit law”. | B60 Network integrity |
Main Category | Subcategory |
---|---|
D1 Digital technology | C1 Innovation support; C2 Service intelligence; |
D2 Virtual platforms | C3 Functional experience; C4 Market transactions; C5 Platform rules; C6 Publicity and promotion |
D3 Emerging consumer demand | C7 New generation traits; C8 Internet consumption habits |
D4 Digital creative talents | C9 Existing digital creative talents; C10 Potential digital creative talents |
D5 Digitalization of cultural resources | C11 Inheritance of digital cultural resources; C12 Utilization of digital cultural resources |
D6 Government policies | C13 Environment creation; C14 Network supervision; C15 Preferential support |
D7 Network collaboration | C16 Value chain interaction; C17 Flexible production; C18 Risk sharing |
D8 Freedom of participation | C19 Free entry; C20 Content co-creation |
D9 Trust guarantee | C21 Reputation evaluation; C22 Transaction guarantee; C23 Violation constraint |
Variable | Item | Content |
---|---|---|
Digital technology (DT) | DT1 | The application of digital technology is conducive to the construction of the network platform. |
DT2 | The application of digital technology can help creative enterprises accurately identify the characteristics of consumption demand. | |
DT3 | The application of digital technology can help creative enterprises provide personalized consumer services. | |
Virtual platforms (VP) | VP1 | Compared with offline, creative activities on online platforms have a better experience. |
VP2 | Compared with offline, creative business transactions on online platforms are more efficient. | |
VP3 | The network platform has gradually formed its own perfect platform rules. | |
VP4 | Various publicity activities launched on the online platform are very attractive. | |
Emerging consumer demand (EC) | EC1 | Young people like to organize various creative activities online. |
EC2 | Young people like to participate in online creative activities. | |
EC3 | More and more consumers like to buy creative products through online channels. | |
Digital creative talents (DC) | DC1 | There are many talents currently engaged in online creative product development. |
DC2 | The current creative talent-training system is perfect. | |
DC3 | There are many colleges and universities offering creativity-related majors. | |
Digitalization of cultural resources (DR) | DR1 | Online creative product development is conducive to promoting cultural inheritance and protection. |
DR2 | Online creative product forms can give consumers a unique cultural experience. | |
DR3 | Cultural and creative enterprises can obtain more benefits through online creative product development. | |
Government policies (GP) | GP1 | Government departments can effectively safeguard the legitimate online interests of creative enterprises. |
GP2 | Government departments provide a wealth of support policies for online creative enterprises. | |
Network collaboration (NC) | NC1 | There are frequent exchanges and interactions between creative companies on the network platform. |
NC2 | The production model of creative products on the network platform is more flexible. | |
NC3 | Creative companies on the online platform can share risks. | |
Freedom of participation (FP) | FP1 | Both creative enterprises and consumers can easily and freely enter the network platform. |
FP2 | Creative enterprises can carry out various forms of online creative activities. | |
FP3 | Consumers can participate in the creative product development process through the network platform. | |
Trust guarantee (TG) | TG1 | The credibility of creative enterprises on the online platform is easy to obtain. |
TG2 | The online platform will supervise the entire process of creative product trading. | |
TG3 | Violations of creative enterprises can be dealt with in a timely manner by the network platform. | |
Virtual agglomeration of creative industries (VA) | VA1 | At present, a large number of cultural and creative enterprises have settled on the network platform. |
VA2 | At present, a large number of cultural and creative-related supporting enterprises have settled on the network platform. | |
VA3 | At present, a large number of cultural and creative talents are pouring into the network platform. |
Item | Frequency | Percentage | |
---|---|---|---|
Gender | Male | 125 | 35.01% |
Female | 232 | 64.99% | |
Age | Under 20 years old | 15 | 4.20% |
21 to 30 years old | 170 | 47.62% | |
31 to 40 years old | 72 | 20.17% | |
41 to 50 years old | 58 | 16.25% | |
51 to 60 years old | 35 | 9.80% | |
Over 60 years old | 7 | 1.96% | |
Education | High school or below | 22 | 6.16% |
College degree | 28 | 7.84% | |
Bachelor’s degree | 118 | 33.05% | |
Master’s degree | 135 | 37.82% | |
Doctoral degree | 54 | 15.13% | |
Region | Shanghai | 161 | 45.10% |
Jilin | 49 | 13.73% | |
Anhui | 25 | 7.00% | |
Jiangsu | 16 | 4.48% | |
Beijing | 15 | 4.20% | |
Heilongjiang | 14 | 3.92% | |
Zhejiang | 14 | 3.92% | |
Sichuan | 7 | 1.96% | |
Tianjin | 7 | 1.96% | |
Inner Mongolia | 7 | 1.96% | |
Shandong | 6 | 1.68% | |
Fujian | 6 | 1.68% | |
Guangdong | 5 | 1.40% | |
Hubei | 5 | 1.40% | |
Hunan | 4 | 1.12% | |
Henan | 4 | 1.12% | |
Liaoning | 3 | 0.84% | |
Shanxi | 2 | 0.56% | |
Jiangxi | 2 | 0.56% | |
Shaanxi | 1 | 0.28% | |
Hainan | 1 | 0.28% | |
Overseas area | 3 | 0.84% | |
Work unit | University or research institute | 158 | 44.26% |
Enterprise | 118 | 33.05% | |
Government department | 28 | 7.84% | |
Industry Association or Intermediary Organization | 7 | 1.96% | |
Other | 46 | 12.89% | |
Total | 357 | 100% |
Construct | Item | Loading | AVE | Cronbach’s α | CR |
---|---|---|---|---|---|
Digital technology (DT) | DT1 | 0.913 | 0.855 | 0.915 | 0.947 |
DT2 | 0.935 | ||||
DT3 | 0.927 | ||||
Virtual platforms (VP) | VP1 | 0.720 | 0.558 | 0.909 | 0.834 |
VP2 | 0.798 | ||||
VP3 | 0.760 | ||||
VP4 | 0.705 | ||||
Emerging consumer demand (EC) | EC1 | 0.926 | 0.780 | 0.856 | 0.913 |
EC2 | 0.921 | ||||
EC3 | 0.796 | ||||
Digital creative talents (DC) | DC1 | 0.848 | 0.728 | 0.814 | 0.889 |
DC2 | 0.848 | ||||
DC3 | 0.864 | ||||
Digitalization of cultural resources (DR) | DR1 | 0.852 | 0.706 | 0.792 | 0.878 |
DR2 | 0.819 | ||||
DR3 | 0.849 | ||||
Government policies (GP) | GP1 | 0.920 | 0.854 | 0.829 | 0.921 |
GP2 | 0.928 | ||||
Network collaboration (NC) | NC1 | 0.907 | 0.748 | 0.831 | 0.899 |
NC2 | 0.856 | ||||
NC3 | 0.831 | ||||
Freedom of participation (FP) | FP1 | 0.870 | 0.765 | 0.846 | 0.907 |
FP2 | 0.888 | ||||
FP3 | 0.865 | ||||
Trust guarantee (TG) | TG1 | 0.898 | 0.810 | 0.883 | 0.927 |
TG2 | 0.906 | ||||
TG3 | 0.896 | ||||
Virtual agglomeration of creative industries (VA) | VA1 | 0.931 | 0.846 | 0.742 | 0.943 |
VA2 | 0.937 | ||||
VA3 | 0.890 |
Correlation Coefficient and Square Root of AVE | DT | VP | EC | DC | DR | GP | NC | FP | TG | VA |
---|---|---|---|---|---|---|---|---|---|---|
DT | 0.925 | |||||||||
VP | 0.420 | 0.747 | ||||||||
EC | 0.443 | 0.635 | 0.883 | |||||||
DC | 0.265 | 0.548 | 0.361 | 0.853 | ||||||
DR | 0.501 | 0.628 | 0.529 | 0.446 | 0.840 | |||||
GP | 0.345 | 0.519 | 0.379 | 0.542 | 0.472 | 0.924 | ||||
NC | 0.471 | 0.645 | 0.500 | 0.559 | 0.570 | 0.617 | 0.865 | |||
FP | 0.588 | 0.540 | 0.449 | 0.359 | 0.584 | 0.447 | 0.582 | 0.874 | ||
TG | 0.350 | 0.653 | 0.354 | 0.487 | 0.496 | 0.528 | 0.536 | 0.518 | 0.900 | |
VA | 0.403 | 0.556 | 0.382 | 0.549 | 0.477 | 0.450 | 0.596 | 0.564 | 0.623 | 0.920 |
Model Path | Estimates | Mean | SD | t Values | p Values |
---|---|---|---|---|---|
DT → NC | 0.232 | 0.232 | 0.042 | 5.492 | *** |
DT → FP | 0.363 | 0.363 | 0.046 | 7.955 | *** |
DT → TG | 0.055 | 0.055 | 0.041 | 1.356 | 0.175 |
VP → NC | 0.392 | 0.393 | 0.048 | 8.186 | *** |
VP → FP | 0.221 | 0.222 | 0.054 | 4.104 | *** |
VP → TG | 0.497 | 0.499 | 0.044 | 11.226 | *** |
EC → VA | 0.009 | 0.011 | 0.043 | 0.202 | 0.840 |
DC → NC | 0.283 | 0.283 | 0.045 | 6.252 | *** |
DC → VA | 0.237 | 0.236 | 0.049 | 4.813 | *** |
DR → PF | 0.263 | 0.265 | 0.064 | 4.110 | *** |
GP→ TG | 0.252 | 0.251 | 0.051 | 4.946 | *** |
GP → VA | −0.077 | −0.077 | 0.058 | 1.331 | 0.183 |
NC → VA | 0.204 | 0.205 | 0.059 | 3.464 | *** |
PF → VA | 0.225 | 0.223 | 0.050 | 4.493 | *** |
TG → VA | 0.320 | 0.319 | 0.058 | 5.528 | *** |
Intermediary Path | Estimates | Mean | SD | t Values | p Values |
---|---|---|---|---|---|
DT → NC → VA | 0.047 | 0.048 | 0.016 | 2.915 | ** |
DT → FP → VA | 0.082 | 0.081 | 0.022 | 3.766 | *** |
DT → TG → VA | 0.018 | 0.018 | 0.014 | 1.291 | 0.197 |
VP → NC → VA | 0.080 | 0.080 | 0.024 | 3.319 | *** |
VP → FP → VA | 0.050 | 0.049 | 0.016 | 3.141 | ** |
VP → TG → VA | 0.159 | 0.159 | 0.032 | 4.940 | *** |
DC → NC → VA | 0.058 | 0.058 | 0.021 | 2.791 | ** |
DR → FP → VA | 0.059 | 0.059 | 0.019 | 3.052 | ** |
GP→ TG → VA | 0.081 | 0.081 | 0.023 | 3.503 | *** |
Hypothesis | Result |
---|---|
H1: DT → NC → VA | Accepted |
H2: DT → FP → VA | Accepted |
H3: DT → TG → VA | Not accepted |
H4: VP → NC → VA | Accepted |
H5: VP → FP → VA | Accepted |
H6: VP → TG → VA | Accepted |
H7: EC → VA | Not accepted |
H8: DC → VA | Accepted |
H9: DC → NC → VA | Accepted |
H10: DR → FP → VA | Accepted |
H11: GP → VA | Not accepted |
H12: GP→ TG → VA | Accepted |
Influence Factors | Direct Effect | Indirect Effect | Total Effect |
---|---|---|---|
DT → VA | 0.129 | 0.129 | |
VP → VA | 0.288 | 0.288 | |
DC → VA | 0.237 | 0.058 | 0.295 |
DR → VA | 0.059 | 0.059 | |
GP → VA | 0.081 | 0.081 |
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Chen, X.; Liu, C.; Gao, C.; Jiang, Y. Mechanism Underlying the Formation of Virtual Agglomeration of Creative Industries: Theoretical Analysis and Empirical Research. Sustainability 2021, 13, 1637. https://doi.org/10.3390/su13041637
Chen X, Liu C, Gao C, Jiang Y. Mechanism Underlying the Formation of Virtual Agglomeration of Creative Industries: Theoretical Analysis and Empirical Research. Sustainability. 2021; 13(4):1637. https://doi.org/10.3390/su13041637
Chicago/Turabian StyleChen, Xu, Chunhong Liu, Changchun Gao, and Yao Jiang. 2021. "Mechanism Underlying the Formation of Virtual Agglomeration of Creative Industries: Theoretical Analysis and Empirical Research" Sustainability 13, no. 4: 1637. https://doi.org/10.3390/su13041637
APA StyleChen, X., Liu, C., Gao, C., & Jiang, Y. (2021). Mechanism Underlying the Formation of Virtual Agglomeration of Creative Industries: Theoretical Analysis and Empirical Research. Sustainability, 13(4), 1637. https://doi.org/10.3390/su13041637