Nieuwe Instituut
Nieuwe Instituut

Sonneveld House

Appendix 2 Desk Research

A new era for distribution of media art - eds, Rachel Somers Miles & Gaby Wijers (Li-Ma, 2023)
The creative immersive content lifecycle: from distribution to restoration (Digital Catapult, 2021)
Survey of the distribution of immersive media in The Netherlands (Cassette, 2022)
Baseline Rapport: Het Nederlandse XR Ecosysteem (ROM Utrecht Region, Dutch XR, OASIS, Media Innovation Hub, 2024)
Think Tank - Immediate Options to Address the Pressing Needs of Immersive Distribution Michel Reilhac, Liz Rosenthal en Doede Holtkamp (Venice Immersive, 2023)
XR and its potential for Europe (Ecorys Brussel, 2021)
How does Belgium begin its shift towards immersive creation? - Adrien Cornelissen
Understanding of the market and needs of XR companies in France (CNXR, 2023)
Full report of the IDFA DocLab R&D Summit 2024 (IDFA, 2025)
The LBE Market: Immediate Options to Address the Pressing Needs of Immersive Distribution and Exhibition in Venues Michel Reilhac, Liz Rosenthal en Doede Holtkamp (Venice Immersive, 2024)
Market analysis of the cultural and creative sectors in Europe. A sector to invest in (European Investment Fund, 2021)
Cultuurmonitor: Games (Boekmanstichting, 2025)
Common ground. A UK touring report Darren Emerson, Dan Tucker and Anthony Comber Badu (British Film Institute, 2020) The Immersive Audience Journey (Digital Catapult, 2020)
Innovation in Future Convergent Media and Virtual Production Technologies (XR Network+, 2023/2024)
Immersive Audiences Report 2024 (Immersive Experience Network, 2024)
Digitale Cultuur: Een uitgestrekt terrein zonder strikte grenzen (PACCT, 2024)
The Business of Digital Art: Economic Models and Insights into the Future (Digital Inter / Section, 2024)
A Handbook for Immersive Producers. How to successfully finance, produce and distribute immersive content (French Immersion, 2021) Future Art Ecosystems. Vol 2. Art x Metaverse Serpentine R&D, 20

Case studies
Touring VR: In Pursuit Of Repetitive Beats – Darren Emerson (Immersive Experience Network, 2024)
Onassis ONX
New Business Models for Digital Art & Culture Organisations - Digital Inter / Section, 2024
A Practical Research into Preservation Strategies for VR artworks on the basis of Justin Zijlstra’s 100 Jaar Vrouwenkiesrecht (NDE, Atria, Li-Ma, 2021).

Distribution model film
On & For Production and Distribution. Distribution Models. A Motley Landscape. How Films Travel - Nina de Vroome, 2019

Distribution model media art, digital art A Fly on the Distributor's Wall. What Do Distributors Do? - Helen Westerik, 2017
Artwork Documentation Tool - Li-Ma
Future Art Ecosystems. Issue 1. Art x Advanced Technologies (Serpentine R&D, 2020)
Preserving and Exhibiting Media Art. Challenges and Perspectives eds. Julia Noordegraaf, Vinzenz Hediger, Cosetta Saba, Barbara Le Maitre (Amsterdam University Press, 2012)

Distribution model performing arts
Het economisch drama van de podiumkunsten, Cees Langeveld (Erasmus Universiteit, 2009)
Uit! Naar gesubsidieerde podiumkunsten met een nieuw élan (Fonds voor Amateurkunst en Podiumkunsten, 2006). Kunst & klant in de Nederlandse podiumkunsten: naar een betere ruil van waarden tussen aanbieders en publiek. K.S. Joostens (Rijksuniversiteit Groningen, 2012)
Gijzeling van de toeschouwer Een literatuuronderzoek naar de verschillen tussen immersieve ervaring en passief toeschouwerschap in hedendaags theater, Marijn van den Bogaard (Amsterdamse Hogeschool voor de Kunsten, 2021-2022)
Er midden in: Theater en kritiek in een belevingscultuur. Mineur, F. J. W. (Maastricht University, 2022)

Distribution model games
The developments of business models in video games due to changes in distribution channel. Andre Evic (Wageningen University and Research, 2020)
Monetization Models in The Gaming Industry: A Comparative Analysis of In-Game Purchases, Subscriptions, And Free-To-Play Strategies Kumar Divya (International Journal for Multidisciplinary Research, Volume 6, Issue 1, January-February 2024)
Analyzing Digital Game Distribution in Gaming Industry: A Case Study. Dr. Eric Blancaflor and Jan Martin Gomez San Miguel (IEOM Society International, 2022)
Events and entertainment in the metaverse (Internetmatters.org)
How Fortnite and Roblox are becoming marketing tools for the music industry (Digiday, 2024)

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