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Home > Catalogue > Entertainment Industry Economics
Entertainment Industry Economics


  • 94 b/w illus. 106 tables
  • Page extent: 634 pages
  • Size: 228 x 152 mm
  • Weight: 1.03 kg

Library of Congress

  • Dewey number: 338.4/7791
  • Dewey version: 22
  • LC Classification: PN1590.F55 V6 2004
  • LC Subject headings:
    • Performing arts--Finance

Library of Congress Record


 (ISBN-13: 9780521836128 | ISBN-10: 0521836123)

DOI: 10.2277/0521836123

  • Published September 2004

Replaced by 9780521874854

 (Stock level updated: 02:09 GMT, 28 November 2015)


The entertainment industry is one of the largest sectors of the US economy, fast becoming one of the most prominent globally. In this new sixth edition, Harold L. Vogel examines the business economics of the major entertainment enterprises: movies, television, and cable programming, music, broadcasting, casino-wagering and gambling, sports, publishing, performing arts, theme parks, and toys. A new section is included, pertaining to recent theoretical work explaining box office performance. New material links the concept of cultural capital to the organizational aspects shared by all creative industries, expands the coverage of deal elements in the music industry, and provides additions to the sports economics chapter. The result is a comprehensive, up-to-date reference guide on the economics, financing, production, and marketing of entertainment in the US and overseas. An invaluable guide to how entertainment industries operate, suitable for investors, business executives, accountants, lawyers, arts administrators, and general readers.

• Best-selling book of its kind by a renowned author • Discussion of the most up-to-date developments in entertainment economics • Contains new section on box office performance, new material on cultural capital and the organization of creative industries, and additions to the music and sports chapters


Part I. Introduction: 1. Economic perspectives; Part II. Media-Dependent Entertainment: 2. Movie macroeconomics; 3. Making and marketing movies; 4. Financial accounting in movies and television; 5. Music; 6. Broadcasting; 7. Cable; 8. The internet; 9. Publishing; 10. Toys and games; Part III. Live Entertainment: 11. Gaming and wagering; 12. Sports; 13. Performing arts and culture; 14. Amusement/theme parks; Part IV. Roundup: 15. Epilogue; Notes; Appendix A. Sources of information; Appendix B. Major games of chance; Appendix C. Supplementary data; Glossary; References; Index.

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