This presentation was developed for the Singapore International Design Forum (IDF) in 2003 by Professor Ron Newman. Professor Newman was, at the time, Director and Dean of Sydney College of the Arts a Faculty of the University of Sydney
The creative industry in the UK is made up of sectors like advertising, music, film and publishing. It contributes billions to the economy and supports many jobs. Recent developments include funding for the creative sector in Scotland. The industry is important culturally by representing British culture through media like film and music. It has synergies across sectors as music can be used in films for example. A key issue is piracy reducing profits in the music sector and challenging business models.
The document provides a history and overview of the creative industries. It discusses how the UK government began recognizing and supporting creative industries in the late 1990s. It examines key creative industry sectors like film and computer games. It also looks at where creative industries tend to be located geographically, with many concentrated in cities like London. Finally, it considers the future growth of the creative economy and increasing importance of creativity and innovation across different industries.
The document discusses the importance of culture-based creativity for economic growth and innovation. It argues that cultural policy needs to be redefined to better support and promote creativity. Recommendations include valuing culture as a resource for creativity, mainstreaming creativity in local policies, and branding Ireland as a place that supports creativity.
The creative industries are defined as activities originating from individual creativity and skill that generate wealth and jobs through intellectual property. They include 13 main sectors like advertising, architecture, crafts, design, fashion, film and video, music, broadcasting, interactive software, performing arts, and publishing. In 2014, the creative industries contributed £84.1 billion to the British economy, growing at almost double the rate of the UK economy as a whole and generating £9.6 million per hour. They not only boost economic growth but also add great cultural value as some of the UK's most famous exports.
The document discusses the creative industries in the UK. It outlines 13 sectors that make up the creative industries, including advertising, architecture, arts and antiques, crafts, design, fashion, film and video, gaming, music, performing arts, publishing, software and computer services, and television and radio. It then provides brief descriptions and key details about each sector. Finally, it discusses the origins of the term "creative industries" and how it was an attempt to change the perception of arts and culture from being marginal to the economy to recognizing their true commercial and economic contributions.
Ci Theory And Policy Guest Lecture 14 Aug 08Terry Flew
This document provides an overview of the creative industries in Australia and other countries over the past decade based on a guest lecture by Professor Terry Flew. It discusses definitions of the creative industries, economic contributions, workforce analysis, growth trends, and implications for policy and education. Key findings include that the creative industries accounted for 5.4% of the Australian workforce in 2001 and experienced 3% annual growth between 1996-2006. The sector is more significant than previously acknowledged but remains difficult to define and measure precisely.
Media Life is a course intended for undergraduate students across campus. Its goal is to make people aware of the role that media play in their everyday life. The key to understanding a "media life" is to see our lives not as lived WITH media (which would lead to a focus on media effects and media-centric theories of society), but rather IN media (where the distinction between what we do with and without media dissolves).
Culture and Creative Industries in AustraliaTerry Flew
The document discusses the origins and development of Australia's creative industries. It notes that a 1994 cultural policy recognized culture as an economic driver that attracts tourism, students, and supports other exports. The policy led to the growth of six key creative industry sectors. More recently, digital technologies have reduced barriers to entry and given users more power and control over media content creation and distribution. Current cultural policy focuses on leveraging the creative industries to drive innovation and economic growth.
The creative industry in the UK is made up of sectors like advertising, music, film and publishing. It contributes billions to the economy and supports many jobs. Recent developments include funding for the creative sector in Scotland. The industry is important culturally by representing British culture through media like film and music. It has synergies across sectors as music can be used in films for example. A key issue is piracy reducing profits in the music sector and challenging business models.
The document provides a history and overview of the creative industries. It discusses how the UK government began recognizing and supporting creative industries in the late 1990s. It examines key creative industry sectors like film and computer games. It also looks at where creative industries tend to be located geographically, with many concentrated in cities like London. Finally, it considers the future growth of the creative economy and increasing importance of creativity and innovation across different industries.
The document discusses the importance of culture-based creativity for economic growth and innovation. It argues that cultural policy needs to be redefined to better support and promote creativity. Recommendations include valuing culture as a resource for creativity, mainstreaming creativity in local policies, and branding Ireland as a place that supports creativity.
The creative industries are defined as activities originating from individual creativity and skill that generate wealth and jobs through intellectual property. They include 13 main sectors like advertising, architecture, crafts, design, fashion, film and video, music, broadcasting, interactive software, performing arts, and publishing. In 2014, the creative industries contributed £84.1 billion to the British economy, growing at almost double the rate of the UK economy as a whole and generating £9.6 million per hour. They not only boost economic growth but also add great cultural value as some of the UK's most famous exports.
The document discusses the creative industries in the UK. It outlines 13 sectors that make up the creative industries, including advertising, architecture, arts and antiques, crafts, design, fashion, film and video, gaming, music, performing arts, publishing, software and computer services, and television and radio. It then provides brief descriptions and key details about each sector. Finally, it discusses the origins of the term "creative industries" and how it was an attempt to change the perception of arts and culture from being marginal to the economy to recognizing their true commercial and economic contributions.
Ci Theory And Policy Guest Lecture 14 Aug 08Terry Flew
This document provides an overview of the creative industries in Australia and other countries over the past decade based on a guest lecture by Professor Terry Flew. It discusses definitions of the creative industries, economic contributions, workforce analysis, growth trends, and implications for policy and education. Key findings include that the creative industries accounted for 5.4% of the Australian workforce in 2001 and experienced 3% annual growth between 1996-2006. The sector is more significant than previously acknowledged but remains difficult to define and measure precisely.
Media Life is a course intended for undergraduate students across campus. Its goal is to make people aware of the role that media play in their everyday life. The key to understanding a "media life" is to see our lives not as lived WITH media (which would lead to a focus on media effects and media-centric theories of society), but rather IN media (where the distinction between what we do with and without media dissolves).
Culture and Creative Industries in AustraliaTerry Flew
The document discusses the origins and development of Australia's creative industries. It notes that a 1994 cultural policy recognized culture as an economic driver that attracts tourism, students, and supports other exports. The policy led to the growth of six key creative industry sectors. More recently, digital technologies have reduced barriers to entry and given users more power and control over media content creation and distribution. Current cultural policy focuses on leveraging the creative industries to drive innovation and economic growth.
Creative Industries and the Future of UniversitiesTerry Flew
The document discusses the changing role of universities and creative industries in the digital age. It analyzes different models for conceptualizing the creative industries and cultural sectors, including the concentric circles model and UNCTAD model. The document also examines trends in the creative workforce and sectors like digital media that are challenging traditional models of cultural production and consumption.
The document discusses the increasing global concentration of media ownership by large corporations. It examines the rise of transnational media companies in the late 19th and 20th centuries that came to dominate the production and distribution of entertainment globally. These companies seek to maximize profits by standardizing their products and integrating operations across international markets. While new media startups still emerge, many end up being acquired by major media firms, fueling the ongoing centralization of control over global communication networks.
TCI 2015 Clusters in Cultural & Creative Industry: a Tool for Development and...TCI Network
The document discusses UNIDO's cluster development approach and its application to cultural and creative industries. It finds that creative industries have a natural tendency to cluster due to factors like specialized skills tied to locations, small business sizes benefiting from clustering, and social objectives. The document then outlines a UNIDO-led project applying the cluster approach across 7 Southern Mediterranean countries. The project involved mapping 144 potential clusters across the regions, most in design industries like furniture, accessories, and crafts. The goal is to make micro and SMEs in these clusters more competitive and help them access new markets through partnerships and linkages.
Creative industries, Innovation, and Digital ConvergenceIan Miles
Presentation within the MOSTI MSc on Service Innovation. What are creative industries? How do they innovate? What is digital convergence? why does it matter?
TCI 2015 Creative Economy: Innovation, Trade and Business Opportunities TCI Network
This document discusses the creative economy and its importance. It covers:
1) How the world is changing due to technological and cultural shifts, requiring more innovation.
2) The creative economy contributes to growth by fostering creativity, clusters, education and knowledge.
3) Trade of creative goods and services is growing, providing business opportunities, especially in areas like media, music, design and cultural activities.
4) Nurturing creative capacities requires investing in intellectual capital, education and lifelong learning to drive innovation.
Esinduslik ülevaade loomemajanduse hetkeseisust kolmes Balti riigis.
Kogumik annab ülevaate kolme riigi loomemajanduse tugistruktuuridest, poliitikatest ja toetuspraktikatest ning toob näiteid loomevaldkonnas tegutsevatest ettevõtmistest. Briti loomemajanduse ekspert Tom Fleming annab soovitusi valdkonna arendamiseks regioonis.
This document provides an overview of the creative industries in the UK. It discusses several sectors within the creative industries including advertising, animation, gaming, facilities, fashion/textiles, film, interactive media, photo imaging, publishing, and radio. For each sector, it provides key statistics on employment levels, company sizes, locations, demographics, and important job skills. The overall aims are to understand the socio-economic potential and role of the creative industries as a generator of jobs, wealth, and cultural engagement in the UK and EU.
What is the Creative Economy - and Why You Should CareCreative Startups
The Creative Economy is exploding - leading economic growth, innovation, and entrepreneurial opportunities. So, what is it? And, how does your work fit?
The document summarizes the origins and growth of Australia's creative industries sector since the 1990s. It introduced the "Creative Nation" cultural policy that viewed culture as an economic driver that creates wealth, exports, tourism, and innovation. The creative industries sectors include advertising, design, film, television, music, performing arts, and publishing. The creative workforce is categorized into specialist creatives, embedded creatives, and support activities. Employment and value in the creative industries has grown significantly since the 1990s, especially in film, television, and digital media/technologies. More recent cultural policies aim to leverage creativity, technology, and innovation to support economic growth.
The document discusses innovation and provides insights from Mike Parsons and Mary Rose. It defines innovation as new combinations rather than just new ideas or products. Successful innovation involves networks of people and skills both within and outside organizations. While inventions may not lead to innovations, successful innovations commercialize inventions through complex processes.
1. Innovation is about faster collaboration across disciplines and specialties using a multidisciplinary approach. The concept of intellectual property is being reexamined in light of these collaborative demands.
2. Innovation requires wider collaboration between knowledge economy regions like Silicon Valley, Taiwan, China, and between the government, industry, and knowledge centers in the triple helix approach.
3. Examples from Silicon Valley and Europe show that innovation thrives in networks and clusters that bring together entrepreneurs, universities, money, and infrastructure in a supportive culture and environment.
The document discusses the creative economy in the UK, outlining the vision and strategy as well as unique aspects. It notes that the creative industries contribute £60 billion annually and employ over 2 million people. The BBC and Channel 4 are highlighted as playing important roles in stimulating the creative economy through funding, talent development, and demand generation. The EU dimension is also briefly discussed in terms of intellectual property registration and the Lisbon Process.
This document discusses entrepreneurship in the creative industries, outlining both challenges and opportunities for education. It defines the creative industries as knowledge-intensive sectors like arts, design, film, and media. Entrepreneurship in these fields ranges from very small self-employment to large companies. While the creative lifestyle appeals to many, challenges include educating creatives on valuing their work and producing for mass markets. However, opportunities exist to nurture portfolio entrepreneurship and strategic skills, develop sustainable micro-businesses, and tap women's potential in the creative industries.
The document summarizes the potential for creative industries to support socio-economic development in developing countries. It argues that creative industries offer opportunities for job creation, wealth generation, and cultural expression. While challenges remain around supporting infrastructure and intellectual property protection, examples like Nollywood in Nigeria and Jamaica's reggae industry demonstrate how local creative sectors can thrive on a global scale through authentic cultural expression and new digital technologies. The document advocates for developing countries to recognize and invest in their creative talents and industries.
The document discusses the economic impact of cultural and creative industries on local communities. It notes that global trade in creative services and products continued growing even as world commerce declined in 2008. Well-nurtured creative industries can be a source of growth, job creation, innovation and trade while contributing to social inclusion, cultural diversity and sustainable development. Many cities, regions, states and countries are now investing in their cultural and creative economies to spur economic and community development. Cultural entrepreneurs and enterprises are helping to connect artists and creators to markets while generating economic, social and cultural value.
This document outlines a set of standards that have been developed to maintain consistency in the work of Interior Designers. The standards aim to ensure uniformity in how Interior Designers approach their work. Adherence to the standards is important for Interior Designers to produce work that is coherent and of a consistent quality.
Slide using and communicating technical informationReece Hancock
The document provides information on engineering drawings and technical documentation standards. It discusses the different types of drawings and views used, including orthographic projections, section views, assembly drawings, and pictorial drawings. It also covers important drawing conventions like dimensioning, tolerancing, fits and limits according to British standards like BS 8888. Key information to include on title blocks is also outlined.
The document discusses engineering drawings and the tools used to create them. It explains that engineering drawings communicate design information through pictures, words, numbers and symbols. Traditionally, drawings were created manually using tools like drawing boards and compasses, but now they are often computer-generated electronic files. Whether created manually or digitally, engineering drawings serve the same purpose of recording and communicating design information. The document also lists and describes various tools that are used for creating engineering drawings, such as T-squares, compasses, protractors, scales, and pencils in different grades.
This document contains electrical symbols used in schematic diagrams and wiring diagrams. It is broken into 25 sections that cover different components and systems including current systems, batteries, transformers, conductors, circuit breakers, and more. Each section provides symbols in a table format with a reference code and description. The document is intended to establish standardized symbols for electrical drawings and diagrams.
Electric symbols represent various electrical and electronic components in schematic diagrams. There are international standards that define common symbols for wires, batteries, resistors, switches, and other devices. Symbols make schematics easier to understand at a glance by using simple pictograms instead of written descriptions.
Creative Industries and the Future of UniversitiesTerry Flew
The document discusses the changing role of universities and creative industries in the digital age. It analyzes different models for conceptualizing the creative industries and cultural sectors, including the concentric circles model and UNCTAD model. The document also examines trends in the creative workforce and sectors like digital media that are challenging traditional models of cultural production and consumption.
The document discusses the increasing global concentration of media ownership by large corporations. It examines the rise of transnational media companies in the late 19th and 20th centuries that came to dominate the production and distribution of entertainment globally. These companies seek to maximize profits by standardizing their products and integrating operations across international markets. While new media startups still emerge, many end up being acquired by major media firms, fueling the ongoing centralization of control over global communication networks.
TCI 2015 Clusters in Cultural & Creative Industry: a Tool for Development and...TCI Network
The document discusses UNIDO's cluster development approach and its application to cultural and creative industries. It finds that creative industries have a natural tendency to cluster due to factors like specialized skills tied to locations, small business sizes benefiting from clustering, and social objectives. The document then outlines a UNIDO-led project applying the cluster approach across 7 Southern Mediterranean countries. The project involved mapping 144 potential clusters across the regions, most in design industries like furniture, accessories, and crafts. The goal is to make micro and SMEs in these clusters more competitive and help them access new markets through partnerships and linkages.
Creative industries, Innovation, and Digital ConvergenceIan Miles
Presentation within the MOSTI MSc on Service Innovation. What are creative industries? How do they innovate? What is digital convergence? why does it matter?
TCI 2015 Creative Economy: Innovation, Trade and Business Opportunities TCI Network
This document discusses the creative economy and its importance. It covers:
1) How the world is changing due to technological and cultural shifts, requiring more innovation.
2) The creative economy contributes to growth by fostering creativity, clusters, education and knowledge.
3) Trade of creative goods and services is growing, providing business opportunities, especially in areas like media, music, design and cultural activities.
4) Nurturing creative capacities requires investing in intellectual capital, education and lifelong learning to drive innovation.
Esinduslik ülevaade loomemajanduse hetkeseisust kolmes Balti riigis.
Kogumik annab ülevaate kolme riigi loomemajanduse tugistruktuuridest, poliitikatest ja toetuspraktikatest ning toob näiteid loomevaldkonnas tegutsevatest ettevõtmistest. Briti loomemajanduse ekspert Tom Fleming annab soovitusi valdkonna arendamiseks regioonis.
This document provides an overview of the creative industries in the UK. It discusses several sectors within the creative industries including advertising, animation, gaming, facilities, fashion/textiles, film, interactive media, photo imaging, publishing, and radio. For each sector, it provides key statistics on employment levels, company sizes, locations, demographics, and important job skills. The overall aims are to understand the socio-economic potential and role of the creative industries as a generator of jobs, wealth, and cultural engagement in the UK and EU.
What is the Creative Economy - and Why You Should CareCreative Startups
The Creative Economy is exploding - leading economic growth, innovation, and entrepreneurial opportunities. So, what is it? And, how does your work fit?
The document summarizes the origins and growth of Australia's creative industries sector since the 1990s. It introduced the "Creative Nation" cultural policy that viewed culture as an economic driver that creates wealth, exports, tourism, and innovation. The creative industries sectors include advertising, design, film, television, music, performing arts, and publishing. The creative workforce is categorized into specialist creatives, embedded creatives, and support activities. Employment and value in the creative industries has grown significantly since the 1990s, especially in film, television, and digital media/technologies. More recent cultural policies aim to leverage creativity, technology, and innovation to support economic growth.
The document discusses innovation and provides insights from Mike Parsons and Mary Rose. It defines innovation as new combinations rather than just new ideas or products. Successful innovation involves networks of people and skills both within and outside organizations. While inventions may not lead to innovations, successful innovations commercialize inventions through complex processes.
1. Innovation is about faster collaboration across disciplines and specialties using a multidisciplinary approach. The concept of intellectual property is being reexamined in light of these collaborative demands.
2. Innovation requires wider collaboration between knowledge economy regions like Silicon Valley, Taiwan, China, and between the government, industry, and knowledge centers in the triple helix approach.
3. Examples from Silicon Valley and Europe show that innovation thrives in networks and clusters that bring together entrepreneurs, universities, money, and infrastructure in a supportive culture and environment.
The document discusses the creative economy in the UK, outlining the vision and strategy as well as unique aspects. It notes that the creative industries contribute £60 billion annually and employ over 2 million people. The BBC and Channel 4 are highlighted as playing important roles in stimulating the creative economy through funding, talent development, and demand generation. The EU dimension is also briefly discussed in terms of intellectual property registration and the Lisbon Process.
This document discusses entrepreneurship in the creative industries, outlining both challenges and opportunities for education. It defines the creative industries as knowledge-intensive sectors like arts, design, film, and media. Entrepreneurship in these fields ranges from very small self-employment to large companies. While the creative lifestyle appeals to many, challenges include educating creatives on valuing their work and producing for mass markets. However, opportunities exist to nurture portfolio entrepreneurship and strategic skills, develop sustainable micro-businesses, and tap women's potential in the creative industries.
The document summarizes the potential for creative industries to support socio-economic development in developing countries. It argues that creative industries offer opportunities for job creation, wealth generation, and cultural expression. While challenges remain around supporting infrastructure and intellectual property protection, examples like Nollywood in Nigeria and Jamaica's reggae industry demonstrate how local creative sectors can thrive on a global scale through authentic cultural expression and new digital technologies. The document advocates for developing countries to recognize and invest in their creative talents and industries.
The document discusses the economic impact of cultural and creative industries on local communities. It notes that global trade in creative services and products continued growing even as world commerce declined in 2008. Well-nurtured creative industries can be a source of growth, job creation, innovation and trade while contributing to social inclusion, cultural diversity and sustainable development. Many cities, regions, states and countries are now investing in their cultural and creative economies to spur economic and community development. Cultural entrepreneurs and enterprises are helping to connect artists and creators to markets while generating economic, social and cultural value.
This document outlines a set of standards that have been developed to maintain consistency in the work of Interior Designers. The standards aim to ensure uniformity in how Interior Designers approach their work. Adherence to the standards is important for Interior Designers to produce work that is coherent and of a consistent quality.
Slide using and communicating technical informationReece Hancock
The document provides information on engineering drawings and technical documentation standards. It discusses the different types of drawings and views used, including orthographic projections, section views, assembly drawings, and pictorial drawings. It also covers important drawing conventions like dimensioning, tolerancing, fits and limits according to British standards like BS 8888. Key information to include on title blocks is also outlined.
The document discusses engineering drawings and the tools used to create them. It explains that engineering drawings communicate design information through pictures, words, numbers and symbols. Traditionally, drawings were created manually using tools like drawing boards and compasses, but now they are often computer-generated electronic files. Whether created manually or digitally, engineering drawings serve the same purpose of recording and communicating design information. The document also lists and describes various tools that are used for creating engineering drawings, such as T-squares, compasses, protractors, scales, and pencils in different grades.
This document contains electrical symbols used in schematic diagrams and wiring diagrams. It is broken into 25 sections that cover different components and systems including current systems, batteries, transformers, conductors, circuit breakers, and more. Each section provides symbols in a table format with a reference code and description. The document is intended to establish standardized symbols for electrical drawings and diagrams.
Electric symbols represent various electrical and electronic components in schematic diagrams. There are international standards that define common symbols for wires, batteries, resistors, switches, and other devices. Symbols make schematics easier to understand at a glance by using simple pictograms instead of written descriptions.
Download link: https://www.researchgate.net/publication/318852873_Engineering_Drawing_-_I
DOI: 10.13140/RG.2.2.22512.56328
An engineering drawing is a type of technical drawing, used to fully and clearly define requirements for engineered items, and is usually created in accordance with standardized conventions for layout, nomenclature, interpretation, appearance size, etc.
Its purpose is to accurately and unambiguously capture all the geometric features of a product or a component. The end goal of an engineering drawing is to convey all the required information that will allow a manufacturer to produce that component.
This document summarizes a report about developing Auckland, New Zealand as a Creative City. It defines the creative sector, provides recommendations, discusses Auckland's existing creative demographics and economy, and examines strategies from 7 other international creative cities. The key recommendations are to undertake a comprehensive mapping of Auckland's creative activities, establish objectives and metrics to measure progress, and develop an overarching plan as part of Auckland's Arts and Culture Strategic Plan to better integrate and support the creative sector. The goal is to harness Auckland's creative industries to achieve economic, social, and cultural benefits and improve the city's livability.
This document summarizes the Design Research program at Northumbria University. It discusses 8 themes of Design Research across 3 groupings: future of profession, future of discipline, and future of industry. Specific projects are mentioned, including designing for behavior change in diabetes patients, co-designing banking services for older adults, creating low carbon innovation networks, and using design to maintain identity for those with dementia. The goal of the Design Research program is discussed as creating new knowledge, roles, and value for today and tomorrow through collaboration with industry and public sectors.
Culture-based creativity stems from artistic and cultural productions and activities that nurture innovation beyond just artistic content. It requires personal abilities like lateral thinking, technical skills, and a social environment that encourages creativity. Culture-based creativity impacts economies by generating new visions, differentiation, intangible values, and disruption. It drives innovation in products, services, branding, human resources, and meeting new demands. Europe has significant cultural assets but does not fully harness creativity's potential; a creativity policy is needed to promote culture-based innovation and social progress.
Persistent Creativity: Making the Case for Art, Culture and the Creative Indu...Victoria Durrer
Despite a growing number of valuable, and valid, critiques, the notion that ‘creativity’ has a special role to play in the future success of post-industrial societies has proved to be remarkably persistent. Cultural Policy Observatory Ireland was delighted to host Dr. Peter Campbell on 23rd October 2018 at the Brian Friel Theatre. He presented findings from an upcoming publication, which considers this persistence and examines how ‘creativity’ has become entrenched within a range of discourses and practices, particularly since the turn of the century.
Introducing the nine Creative Industries R&D partnerships as part of the Creative Industries Clusters Programme. Spread across the four nations of the UK, the partnerships are of exceptional quality in terms of research capability, growth plans and the industrial partners who drive them.
Funded by the Arts and Humanities Research Council, as part of the Government’s Industrial Strategy, the final nine creative clusters have been announced following a year-long selection process. A new Policy and Evidence Centre and a National Centre for Immersive Storytelling will also be developed alongside the clusters.
The Challenge of Assessing the Creative Economy: Towards Informed Policy MakingMohamad Adriyanto
This document discusses assessing the creative economy and providing informed policymaking. It notes that the creative industries are among the most dynamic emerging sectors in world trade, growing at an average annual rate of 8.7% from 2000-2005. However, most developing countries have yet to harness their creative capacities for development. The report aims to develop a better understanding of the creative economy and how developing countries can leverage it for growth by linking economic, technological, social and cultural objectives.
The document discusses trends in the creative industry in Europe. It notes that the creative industry contributes 4.2% of Europe's GDP and is the third largest employer. Visual arts, advertising, and TV are the largest sectors. The creative industry is resilient and growing, especially in major cities that have become creative hubs. Digital technology is a major trend disrupting and enabling new opportunities in the creative industry, like customization and personalization of products. Print service providers can tap into the growth of the creative industry through providing customized printed materials and packaging.
This document discusses the creative economy and creative industries. It defines key terms like creativity, creative industries, cultural industries, and the creative class. It describes major drivers of the creative economy like technology, growing demand, and tourism. The creative economy has economic, cultural, and social aspects. The document also discusses measuring and analyzing the creative economy, as well as developing appropriate public policies to support it.
This document provides an overview of the creative economy, including definitions of key concepts, drivers of growth, and policy considerations. It defines the creative economy as involving creativity, culture, economics and technology. Industries like publishing, music, film and design are included. Growth is driven by technology, rising incomes, and tourism. Policy strategies aim to strengthen infrastructure, finance, copyright, and education to develop these knowledge-based sectors while protecting cultural identity. National policies need coordination across ministries to effectively support the creative economy.
The document discusses the emergence of cultural entrepreneurship and the creative industries. It defines the creative industries as those based on individual creativity, skill, and talent that can generate wealth and jobs through intellectual property. It also discusses the role of cultural entrepreneurs in nurturing creativity and connecting with markets. Government organizations aim to coordinate support for the creative industries and boost their economic and social contributions.
Tom Aageson, Economic Development CourseTom Aageson
The document summarizes the economic impact of cultural and creative industries on local communities. It discusses how cultural industries contributed to 6.2% of the UK's GDP in 2007 and how cities and states across the US are investing in their cultural economies. It also outlines how cultural entrepreneurs generate revenue through cultural activities and how their innovative solutions create sustainable cultural enterprises that benefit communities.
This document provides information about a cultural tourism seminar presented by Tom Aageson and Alice Loy, co-founders of the Global Center for Cultural Entrepreneurship. The seminar focused on cultural entrepreneurship and building business. It was held on June 2, 2011 at the Institute of American Indian Arts in Santa Fe, New Mexico. The document includes background information on cultural entrepreneurship and examples of investments in local cultural economies.
ECON3501
CARIBBEAN ECONOMIC
DEVELOPMENT
CREATIVE INDUSTRY
RESOURCE MATERIALS
Levitt, Kari; Witter, Michael (1996). The Critical Tradition of Caribbean Political
Economy: The Legacy of George Beckford. Kingston. Ian Randle Publishers
Beckford; George (2000) Persistent Poverty; Underdevelopment in the Plantation
Economies of the Third World. UWI Press.
Todaro Michael & Smith Stephen; C. (2011) 11th Ed. Economic Development. Pearson
Education & Addison-Wesley
Bhagwati Jagdish (2004). In Defence of Globalization, Oxford University Press
Blackman; Courtney. (2005). The Practice of Economic Management: Caribbean
Perspective Kingston: Ian Randle Publishers
United Nations- UNDP, Human Development Report. World Bank-World
Development Report
2
CREATIVE INDUSTRIES
Broadly speaking, the term ‘creative industries’ refers
to a range of economic activities that are concerned
with the generation and commercialization of
creativity, ideas, knowledge and information.
The term ‘creative industries’ describes businesses
with creativity at their heart.
For example design, music, publishing, architecture, film
and video, crafts, visual arts, fashion, TV and radio,
advertising, literature, computer games and the
performing arts.
3
CREATIVE INDUSTRIES
There are thirteen sub-sectors under the term
‘creative industries’.
These include: advertising; architecture; the art and
antiques market; crafts; design; designer fashion; film
and video; interactive leisure software; music; the
performing arts; publishing; software and computer
games; and television and radio.
4
CONFUSION BETWEEN CREATIVE AND
CULTURAL INDUSTRIES
“In its broadest sense it is used to refer to all the industries that
generate copyright, patents and trademarks. In other contexts it
is used to refer only to such industries that produce content or
cultural industries.” (Hawkins, 1991)
Possibly the most accepted definition at an international level is
that of the Department of Culture, Media and Sport (DCMS) in
the UK.
According to the Department, creative industries are those that:
“Have their origin in creativity, individual skills and talent and
have the potential to create wealth and employment through the
generation and exploitation of intellectual property.”
5
CULTURAL INDUSTRIES
The term ‘cultural industries’ is also used by some
agencies, though this term relates to a more specific
range of industries and can be regarded as a subset of
the creative industries.
The cultural industries are defined by UNESCO as
‘industries that combine the creation, production and
commercialization of contents which are intangible and
cultural in nature
these contents are typically protected by copyright
and they can take the form of a good or a service.’
6
CREATIVE ECONOMY
7
This is an evolving concept based on creative assets embracing
economic, cultural, social and ...
Ben Clayton from Corl Financial Technologies presented the City of Montréal as part of the Startup Cities Stage at SXSW 2019.
https://schedule.sxsw.com/2019/events/PP102797
Hosted by Sam Michel, Chinwag.
Module 4 Circular Economy and the Creative Business Coupling Mindsets.pptxSMKCreations
This document provides an introduction to a course on applying circular economy principles to creative businesses. It discusses key concepts like what is considered a creative business and trends reshaping the industry. The document outlines four main ways to embed circularity in a creative startup: 1) Check the "R-ladder" to prioritize strategies, 2) Map the value chain, 3) Consider material ownership models, and 4) Pick the right circular business model. Examples of circular business models given include product life extension and sharing platforms. The document aims to teach participants how to apply circular economy approaches in creative industries.
This document discusses measuring the impact of digital resources. It provides information on:
1) The Arcadia Fund providing funds to explore impact assessment methods for digital resources, defining impact as measurable outcomes that demonstrate changes in communities.
2) The REF factors impact as the assessment of social, economic or cultural benefits beyond academia resulting from research during the assessment period.
3) Different types of academic and external impacts from research influencing actors inside and outside of higher education.
Building the creative/design economy - presentation to Chamber of Commerce wo...Alan Freeman
I gave this presentation to a workshop set up by the Winnipeg Chamber of Commerce for creative and design businesses and not-for-profits, which took place in June 2015.
The document discusses the creative and cultural industries and their significant contributions globally. Some key points:
- The creative and cultural industries generate over $2 trillion USD in revenue annually and employ over 29 million people worldwide.
- The top employment sectors are visual arts, books, and music.
- 11 sectors are identified as part of the creative and cultural industries including advertising, architecture, performing arts, books, music, film, newspapers/magazines, gaming, radio, TV, and visual arts.
- The industries are driving the digital economy and contributing over $200 billion to global digital sales.
TCI 2015 Investing for a Creative RegionTCI Network
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Presentation IDF 03 Singapore Creative Industries in 2003
1.
"
Creative Industries:
Its relevance in a design
education?
Does a case exists in 2003. . ?
for Singapore International Design Forum (IDF)
by Ron Newman
2.
"
This presentation was developed for the Singapore
International Design Forum (IDF) in 2003 by Professor Ron
Newman who was also the convener of the event for the
Singapore Designers Association. Professor Newman is now
CEO of the fully online Virtu Design Institute.
This DesignMeetings website is the Research portal of Virtu
Design Institute.
4. we are bombarded by clever statistics
From UK government website Creative Industries accounted for 7.9%
of GDP in 2000.
• Four of the creative industries account for three quarters of the
economic value of the grouping of sectors: Design (2.8% of the whole
economy), Software (1.6%), Publishing (0.9%) and advertising
(0.7%).
• The creative industries grew by an average 9% per annum between
1997 and 2001.
• Exports contributed to £8.7 billion to the balance of trade in 2000,
equating to 3.3% of all goods and services exported.
• Exports of the creative industries have grown at around 13% per
annum over the period of 1997 - 2000.
• In December 2001, creative employment totalled 1.95 million jobs
• Over the period 1997 - 2001, employment in the creative industries
grew at a rate of 5% per annum, compared to 1.5% for the whole
economy.
culture.gov.uk/creative_industries/default
5. . . .there are real concerns in many
economies, not to be left out . . . ?
UK’s Department for Culture, Media and Sport, the Arts Council of England
(ACE) and the Design Council launch a guide to careers: Your Creative Future.
Outines career options in booming UK industries, including digital media, design,
film, television, and the performing arts, interspersing them with the personal
experiences of some of today’s creative practitioners. Estimated revenues of £60
billion and a workforce numbering around 1.4 million, the Creative Industries
are fast becoming a cornerstone of the UK economy, as Secretary of State for
Culture, Media and Sport Chris Smith points out in the guide’s foreword: “The
creative industries offer some of the best, most interesting and rewarding careers
around. And opportunities in these areas are set to increase over the coming years
as the UK’s creative industries go from strength to strength. Growing twice as
fast as the economy as a whole, they are generating wealth and creating new jobs
for the future.” Andrew Summers, Chief Executive of the Design Council, says:
“All the evidence shows that Creative Industries like design are continuing to
expand at an extraordinary rate …”!
6. – Extracts from The Auckland University of Technology Dean of the
Faculty of Arts, Professor Peter Harwood's speech at the opening of the
Arts For Your Sake festival of student works, November 2001.
– I wish to briefly explore the new concept or term
creative industries". The Blair government in Britain in 1997
defined the concept as "activities which have their origin in individual
creativity, skill and talent and which have the potential for wealth and
job creation through generation and exploitation of intellectual
property".
– Some 13 industry sectors were identified including craft and antique
markets, IT software, film, TV, radio, visual arts, interactive leisure
software, publishing, advertising and architecture. To these we have
added the humanities and social sciences, fashion, graphic and spatial
design, language, Maori art and design and the culinary arts.
7. The term "creative"or "liberal arts"as defined in the
early 1700's is to be liberal, free or virtuous (i.e. non commercial). Hence
the slight snobbery or elitism in higher education about fine arts in
contrast to "cultural industries" and the consequent dumbing down
effects of mass entertainment - cultural industries like media and movies
which often fail to combine art and culture but instead form commercial
exploitation.
– Today, these two themes, "creative arts" and "cultural industries" have
evolved into a third, or the next era of "creative industries" and the term
focuses on the twin truths that the core of culture is still "creativity" but
creativity is produced, deployed, consumed and enjoyed quite differently
from the way it used to be. "Industries" refers to economic sectors and in
this sense is interactive; oriented to the new economy; small enterprise
based; requiring content with individual artistic talent; i.e. a service
sector with high added value in the business of applied creativity
(including education, finance, tourism and hospitality. !
8. The creative industries are the fastest growing and most significant hot-
spots of the new economy in the world:
we see new commitments being made !
• In the United Kingdom the creative industries have revenues of some £60
billion and employ 1.5 billion people. They contribute over 4% of the UK
GDP and the sector is growing at almost twice the rate of the economy as a
whole.
• In Canada, creative industries account for some $29.6 billion in GDP. New
media growth in Toronto is about 20-25% per annum with total output about
US$700 million. A spectrum of creative industries sectors in the New
England states accounted for US$6.6 billion turnover, growing at 14% per
annum.
• Australia also reports substantial turnover, employment and growth in the
creative industries sectors. Queensland alone estimates creative industries to
have revenues of A$5 billion p.a., with an annual growth rate of 7% and
employment increases of 42%. Identified strengths for the sector in
Queensland include: highly talented individuals; high levels of innovation; a
culture that values diversity and enthusiasm and strong government support
for the sector (e.g. Queensland government grant of $15 million for a
Creative Industries Precinct at Queensland University Technology (QUT).!
9. Some suggest that the contribution of the Creative Industries
in the new economy overcomes the false dichotomy or
dualism between science and arts. Because the creative
industries are not like existing industries, government and
policy change is required. Similarly, curriculum challenges
include input from creativity so that artistic talent and
"culture" assume central positions in our thinking.
!
10. In a recent paper by Cunningham and Hartley of
Queensland University of Technology (QUT), suggested that
"Creative Industries" is an idea whose time has come.!
11. that the direct Creative Industries link is the way forward
rather than the notion of Cultural Industries inputting into
commerce.
does it have to be either / or . . . ?!
16. "..you employ stone, wood and concrete, and with these materials you build
houses and palaces; that is construction. Ingenuity is at work. But suddenly
you touch my heart, you do me good, I am happy and I say 'this is beautiful'.
That is architecture. Art enters in." Le Corbusier
!
21. “In today's complex world, it is no longer possible to tackle a design
problem from a single skill: a multi disciplinary team approach is
required. The answer to high complexity is what I call High Design.
By high design I mean an integrated process incorporating all the
skills on which design has historically based itself, plus all the new
design related skills we need to be able to respond to the complexity
and challenges of the present and be able to anticipate those in the
future.”
Marzano, S'Flying over Las Vegas' EDC 1992
22.
23. When we talk about what makes that building so good we use necessarily
use words like vision, belief, passion and philosophy. Utzon's constraints
were not only of satisfying the program of an Opera House, but also a
response to context, a belief in natural systems as a structural device,
mathematical order, the perception of harmony that lies within emotional
relationships, the idea of a sculptural form-in-the-round with the harbour as
its viewing platform.
30. Ethics is the Business
• Own set of moral principles
• Belief in common sub-conscious
• Cultural awareness
• Vision for Niche Market
• Humorous yet ethical
31. Actuality in ethics
MR AND MR SYDNEY AUSTRALIA
WOULD PREFER NOT TO HAVE A
NUCLEAR REACTOR SITUATED
HALFWAY UP THEIR ARSE
33. The Mambo NON Future
• Purchased by Gazel Corporation Limited
• Divisionalised structure introduced
• Mambo lost focus
• Executives on service agreement with Gazel
34. Future Practice!
• Design Leadership
• Culture Vision
• Innovation Risk
• New values
• Enhanced process
36. and so finally what does it mean for
Singapore . . . ?!
37. ARTS COUNCIL HAS NEW CHIEF:
The national Arts Council of Singapore has a new chief
executive officer, Mr Lee Suan Hiang, currently CEO of Spring
Singapore. Mr Lee, 53, will take up his new position on Oct.
15, 2003.
He will also assume the new post of Fellow in charge of the
Creative Industries Strategy Group at the Ministry of
Information, Communications and the Arts. There he will help
develop design and other creative sectors.
The Straights Times Sept 16th, 2003
and so already Singapore has officially
adopted the language . . . !!
38. “ in my view Singapore needs to be careful not
to adopt the ideas of others so readily, but
rather it should innovate and develop
strategies that suit its own unique position . . !”
!
Ron Newman 2003!
39. and remember There are two important factors, the two
poles in the creation of art: the artist on one hand, and on
the other, the spectator who becomes the posterity...
Millions of artists create, only a few thousand are
discussed or accepted by the spectator and many less
again are consecrated by posterity.
Marcel Duchamp from Le Processus Creatif.
40.
Creative Industries:
Its relevance in a design
education?
a case exists in 2003. . ?
for Singapore International Design Forum (IDF)
by Ron Newman