Unlike geographical agglomeration, which concerns geographical proximity in a specific region, virtual agglomeration is characterized by digital proximity among multiple subjects in virtual spaces. Based on the literature, we define virtual agglomeration as a phenomenon in which enterprises, institutions, and users within an industry are concentrated in virtual spaces via the connectivity afforded by digital technology. noted that the development of information and communications technology (ICT) has connected organizations that were previously scattered across regions, thereby forming e-clusters in the information space. Brown and Lockett noted that the emergence of the Internet provided firms with platforms on which they could form interconnected digital enterprise communities. Virtual agglomeration is also sometimes referred to as “e-clusters” or “virtual clusters”. Research on virtual agglomeration began with the EU’s program for the Competitiveness of Enterprises and SMEs (COSME). These types of virtual agglomeration practices extend beyond traditional concepts of geographical agglomeration we call this phenomenon “the virtual agglomeration of creative industries”. Meanwhile, the US-based creative gaming platform Steam brings together thousands of game creators and publishers it offers about 30,000 games played by over 90 million users around the world. The platform has more than 22 million registered users and has supported the creative needs of numerous enterprises. For example, Yipin Witkey, a creative service platform in China, gathers creative service providers in fields such as design, development, planning, and marketing, and it offers more than 300 kinds of creative services. ![]() Various creative industry enterprises, institutions, and users rely on digital technologies to conveniently share creative ideas, develop creative resources, and design products in virtual spaces. With the development of digital technologies, virtual agglomeration has provided a new avenue for the geographic agglomeration of creative industries. This study’s findings have theoretical and practical value for cultivating the modes of virtual agglomeration within creative industries. Each factor was found to contribute to virtual agglomeration through different internal mechanisms. ![]() ![]() ![]() The external driving factors were government policy planning, the digital economic environment, emerging consumer demand, and the application of innovative technology the internal factors were the digitalization of cultural resources, flexible manufacturing, digital marketing and promotion, online interactive services, and virtual platform facilities. We then combined the relevant literature and the creative industry’s development practices, analyzed the mechanism of each driving factor, and constructed a driving-force model for the creative industry’s virtual agglomeration. We collected online Chinese news texts related to the virtual agglomeration of the creative industry, used text mining to identify nine factors affecting its formation, and refined the internal and external factors for an analytical framework based on the PEST (political, economic, social, technological) and value-chain models. This study explores the causes of this virtual agglomeration. The agglomeration paradigm for creative industries has fundamentally changed under the digital economy, giving rise to a new form of virtual agglomeration within these industries.
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