Hidden Innovation in the Creative Industries
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Creative Assets and the Changing Economy
Creative Assets and the Changing Economy STEVEN JAY TEPPER any arts advocates and policymakers have argued that certain Mchanges in the economy (globalization, digitalization, the rise of the “knowledge” worker, the boom in intellectual property, changes in leisure consumption) are having a catalytic effect on art and culture. In particular, the arts are heralded as engines of economic growth and development. Scholars and pundits have written about the central role of creative cities, creative clusters, creative economies, and the “rise of the creative class.” Governments have begun to measure the size and scope of the creative econ- omy as an important indicator of economic health. In short, there is a grow- ing belief that changes in the economy have pushed creative assets to the cen- ter of economic life.1 In this article I will offer a critical assessment of some of these arguments and suggest ways that scholars and policymakers might usefully approach the notion of the changing economy and culture. My gen- eral point is that rather than spend time calculating the impact or size of the creative economy, we should direct our analytical and policy energies toward better understanding how creative work and institutions are changing and what might be done to foster a more robust, more creative, and more diverse cultural life. Steven Jay Tepper is deputy director of the Princeton University Center for Arts and Cultural Policy Studies and a lecturer at the Woodrow Wilson School of Public and International Affairs. He has written about sociology of art, cultural policy, and democracy and public space and is currently completing a book on cultural conflict in seventy-five American cities. -
THIS WEEK ...We Focus on Some More Titles That Have Made an Impression on Eurogamer Readers, and Reveal Why
Brought to you by Every week: The UK games market in less than ten minutes Issue 6: 14th - 20th July WELCOME ...to GamesRetail.biz, your weekly look at the key analysis, news and data sources for the retail sector, brought to you by GamesIndustry.biz and Eurogamer.net. THIS WEEK ...we focus on some more titles that have made an impression on Eurogamer readers, and reveal why. Plus - the highlights of an interview with Tony Hawk developer Robomodo, the latest news, charts, Eurogamer reader data, price comparisons, release dates, jobs and more! Popularity of Age of Conan - Hyborian Adventures in 2009 B AGE OF CONAN VS WII SPORTS RESORT #1 A This week we look at the Eurogamer buzz performance around two key products since the beginning of 2009. First up is the MMO Age of #10 Conan - a game which launched to great fanfare this time last year, but subsequently suffered from a lack of polish and endgame content. #100 Eurogamer.net Popularity (Ranked) Recently the developer, Funcom, attempted to reignite interest in the game by marketing the changes made in the build-up to its first anniversary - point A notes a big feature and #1000 Jul free trial key launch, while point B shows the Feb Mar Apr May Jun Jan '09 Age of Conan - Hyborian Adventures re-review which put the game right at the top of the pile earlier this month - whether that interest can be converted into subs is a different question, but the team has given itself a good Popularity of Wii Sports Resort in 2009 chance at least. -
Serious Games Advergaming, Edugaming, Training and More
Serious games Advergaming, edugaming, training and more Project manager Laurent Michaud [email protected] M83708 – June 2008 Author Julian Alvarez, PhD Science of Communication and Information Contributor Laurent Michaud, Head of the digital leisure division Copyright IDATE 2008, BP 4167, 34092 Montpellier Cedex 5, France Tous droits réservés – Toute reproduction, stockage All rights reserved. None of the contents of this ou diffusion, même partiel et par tous moyens, y publication may be reproduced, stored in a retrieval compris électroniques, ne peut être effectué sans system or transmitted in any form, including accord écrit préalable de l'IDATE. electronically, without the prior written permission of IDATE. ISBN 978-2-84822-169-4 Executive Summary Serious Games Advergaming, edugaming, training and more This study outlines the characteristics, uses and different genres of serious game. It examines the challenges involved in the design, development and distribution of various types of titles, while analysing the outlook for the industry and its growth drivers. 600 million to one billion potential Defining serious gaming Areas addressed users worldwide. There is a huge variety of ways to classify Today, serious games are employed in a At the end of 2007, the global video serious gaming. However, accepting the wide variety of sectors. game industry was worth 30 billion ambiguities and possible challenges in- Defence: one of the most important USD. At the same time, the serious herent in this, this study defines serious areas in terms of client investment and gaming market was estimated to be gaming as follows: orders. Serious games are also used by worth between 1.5 and 10+ billion The purpose of a serious game is to armies in Europe, though less widely than USD. -
Creative Place Reputation in Dutch ‘Ordinary Cities’
Creative Industries Journal ISSN: 1751-0694 (Print) 1751-0708 (Online) Journal homepage: https://www.tandfonline.com/loi/rcij20 Close to the ‘local cool’: creative place reputation in Dutch ‘ordinary cities’ Yosha Wijngaarden, Erik Hitters & Pawan V. Bhansing To cite this article: Yosha Wijngaarden, Erik Hitters & Pawan V. Bhansing (2019) Close to the ‘local cool’: creative place reputation in Dutch ‘ordinary cities’, Creative Industries Journal, 12:1, 86-104, DOI: 10.1080/17510694.2018.1551712 To link to this article: https://doi.org/10.1080/17510694.2018.1551712 © 2019 The Author(s). Published by Informa UK Limited, trading as Taylor & Francis Group. Published online: 12 Jan 2019. Submit your article to this journal Article views: 489 View related articles View Crossmark data Citing articles: 3 View citing articles Full Terms & Conditions of access and use can be found at https://www.tandfonline.com/action/journalInformation?journalCode=rcij20 CREATIVE INDUSTRIES JOURNAL 2019, VOL. 12, NO. 1, 86–104 https://doi.org/10.1080/17510694.2018.1551712 Close to the ‘local cool’: creative place reputation in Dutch ‘ordinary cities’ Yosha Wijngaardena, Erik Hittersa and Pawan V. Bhansingb aDepartment of Media & Communication, Erasmus School of History, Culture and Communication (ESHCC), Erasmus University Rotterdam, Rotterdam, The Netherlands; bDepartment of Arts & Culture Studies, Erasmus School of History, Culture and Communication (ESHCC), Erasmus University Rotterdam, Rotterdam, The Netherlands ABSTRACT ARTICLE HISTORY Creative workers have a tendency to co-locate in creative places, Received 29 June 2018 and their locational decision-making processes have been the Accepted 20 November 2018 topic of numerous studies. Yet, the vast majority of research has traditionally focused on the quintessential creative cities and met- KEYWORDS ropolises. -
New Business Models in the Cultural and Creative Sectors (Ccss)
New Business Models in the Cultural and Creative Sectors (CCSs) EENC Ad hoc question June 2015 1/17 The present paper has been prepared, at the request of DG EAC, by the European Expert Network on Culture (EENC). This paper reflects the views only of the EENC authors and the European Commission cannot be held responsible for any use which may be made of the information contained therein. Background Being at the crossroads between arts, business and technology, the cultural and creative sectors find themselves in a strategic position to trigger innovation and spill-overs in other sectors. The 2012 Communication on promoting cultural and creative sectors for growth and jobs in the EU contributed to mainstreaming their potential into other EU policies. Beyond possible spill-overs, innovation is also vital within the cultural and creative sectors themselves in order for them to further grow and to adapt to a constantly evolving technological and financial environment. The decreases in public funding, the challenges of globalisation, the opportunities of digitisation or the increasing empowerment of audiences have already pushed the cultural and creative sectors to test new approaches and to explore new business models. These innovative approaches can be powerful drivers for the strengthening of cultural diversity and for the development of entrepreneurship, as well as for growth, jobs or social inclusion. As specified in the Regulation establishing the Creative Europe Programme 2014-20, in order to promote transnational policy cooperation, the Cross Sectoral Strand shall support "transnational exchange of experiences and know-how in relation to new business and management models, peer- learning activities and networking among cultural and creative organisations and policy- makers related to the development of the cultural and creative sectors, promoting digital networking where appropriate". -
Download the Creative Industries Strategy
Creative Industries Strategy An industry-led Strategy produced by the Department for Innovation and Skills, in collaboration with Department for Trade and Investment and various industry representatives. 2020 GROWTH STATE Spider-Man: Far From Home - Visual effects by Rising Sun Pictures. © & TM 2019 MARVEL. © 2019 CTMG. All Rights Reserved. Credit: Rising Sun Pictures. The Department for Innovation and Skills acknowledges Aboriginal people as the state’s first peoples and Nations of South Australia. We recognise and respect their cultural connections as the traditional owners and occupants of the land and waters of South Australia, and that they have and continue to maintain a unique and irreplaceable contribution to the state. Ngarrindjeri designer Jordan Lovegrove at Ochre Dawn. Credit: Ochre Dawn Creative Industries. CREATIVE INDUSTRIES Strategy Table of Contents Message from the Minister 4 Message from the Creative Industries Ministerial Advisory Group 5 Section 1: Background 6 Executive summary 6 Growth State 6 The Creative Industries Strategy 7 What are the creative industries? 9 Advertising and Communication Design 11 Broadcasting: TV, Radio and Podcasts 11 Design 12 Design – Urban, Architecture, Interior and Landscape 12 Design – Industrial and Product 13 Fashion 14 Festivals (Creative and Cultural) 15 Music 18 Performing Arts 21 Visual Arts and Craft 21 Screen 22 Screen – TV and Film Production 23 Screen – Post Production, Digital and Visual Effects (PDV) 24 Screen - Game Development 25 Writing and Publishing 26 Technology and -
How to Make a Living in the Creative Industries © WIPO, 2017
How to Make a Living in the Creative Industries © WIPO, 2017 World Intellectual Property Organization 34, chemin des Colombettes, P.O. Box 18 CH-1211 Geneva 20, Switzerland Attribution 3.0 IGO license (CC BY 3.0 IGO) When content published by WIPO, such as images, graphics, trademarks or logos, is attributed to a third- party, the user of such content is solely responsible for This booklet was written by BOP Consulting clearing the rights with the right holder(s). on behalf of the World Intellectual Property Organization. BOP is an international consultancy To view a copy of this license, please visit specializing in culture and the creative economy. https://creativecommons.org/licenses/by/3.0/igo/ Established for 20 years, it is a leading authority on mapping and evaluating the socio-economic Printed in Switzerland impact of the cultural and creative industries. Table of contents 1. Introduction 4 2. What is copyright and why does it matter? 4 3. Protecting and exploiting your rights 5 What rights do you own? 6 Identifying yourself as the rights holder 6 Exploiting your rights 6 Licensing and assignment 7 Protecting your copyright 7 4. The creative industries 8 Defining the creative industries 8 Diversity of the creative industries 9 What is the global value of the creative industries? 9 Employment in the creative industries 10 Copyright in the digital age 10 5. How do different creative sectors use IP? 13 Advertising 13 Film and television 13 Music 14 Publishing 14 Video games 15 Monetization of copyright assets by creative enterprises 15 Managing creative enterprises 16 6. -
Creative Industries
KEY INDUSTRY CREATIVE INDUSTRIES Colorado is a global leader in the creative INDUSTRY FACTS industries, which include six creative sub-groups: design, film and media, heritage, literary and publishing, performing arts, and visual arts and crafts: • Design applies artistic content to commercial products, services and the $300 environment, and includes companies that purchase fabrics, design, cut, sew and assemble garments and other sewn products ranging from footwear to handbags and luggage. Companies that provide design-related services (such as architectural, MILLION home interiors, graphic, and advertising-related agencies) are also included. EXPORTS 2013 TOTAL • Film and media companies provide technical and distributive elements of EXPORT Colorado’s entertainment industry, including companies that provide technical TOP 3 MARKETS production support systems such as sound, lighting, digital art, animation, sets and studios, broadcasting and distribution channels via motion picture, video and music 1. Canada production companies. • Heritage includes Colorado’s historical sites, museums and botanical gardens. 2. Mexico • Literary and publishing companies print newspapers, books, labels, stationary 3. Japan and other materials, and perform support activities such as data imaging and bookbinding. Companies that wholesale and publish newspapers, magazines, books, directories and mailing lists, and software are also included. • Performing arts includes actors, musicians, promoters, producers and directors and the venues at which they perform. Musical instrument and supply stores are also NUMBER OF included. COMPANIES • Visual arts and crafts companies manufacture metal, wood, jewelry, silverware, dolls and stuffed toys, games, musical instruments, wholesale toy and hobby goods, jewelry and precious metals. Photography studios, galleries, photofinishing laboratories, fine arts schools, art dealers, and sewing and needlework stores are also included. -
Global Game Industries and Cultural Policy, Palgrave Global Media Policy and Business, DOI 10.1007/978-3-319-40760-9 1 2 A
CHAPTER 1 Introduction Anthony Fung In 1997, Tony Blair, the British Prime Minister at that time, proposed the term “creative industries.” Since then, not only has the term become an inspirational and overarching concept in Britain and Europe but also it has been accepted worldwide. Hence, all countries have the potential to use creative industries to strengthen their global competitiveness through various cultural means, such as exporting games, movies, design, fashion, and so on. In intellectual terms, the concept of creative industries captures “those industries which have their origin in individual creativity, skill and talent and which have a potential for wealth and job creation through the generation and exploitation of intellectual property” (Department for Culture, Media & Sport, 2001, p. 5). The formulation of this concept to describe the economic function of intellectual property was elaborated by the United Nations Conference on Trade and Development (UNCTAD) as “any economic activity producing symbolic products with a heavy A. Fung (*) School of Journalism and Communication, The Chinese University of Hong Kong, Shatin, Hong Kong Beijing Normal University, China Jinan University, China e-mail: [email protected] © The Author(s) 2016 1 A. Fung (ed.), Global Game Industries and Cultural Policy, Palgrave Global Media Policy and Business, DOI 10.1007/978-3-319-40760-9_1 2 A. FUNG reliance on intellectual property and for as wide a market as possible” (UNCTAD, 2010, p. 7). Thus, digital games and many other forms of games that embody the element of creative content and that rely strongly on intellectual property and authenticity constitute conceptual models of creative industries (Throsby, 2008a, b). -
GAMES FUNDING GUIDE1 INTRODUCTION Media Deals Which Focuses on the Creative Sector with a Strong Interest in Video Gaming
GAMES GUIDE2016 GAMES FUNDING GUIDE1 INTRODUCTION Media Deals which focuses on the creative sector with a strong interest in video gaming. Video games are a growing cultural force and It is only intended to be the latest version of this many countries and private coperations have guide, not a definitive one, since with each year decided to establish measures to help with their new funding opportunities are established and we development, production, marketing and distribu- will update the guide accordingly. As such this is a tion. work in progress. We want to warn potential read- ers that all the categories of investors presented In 2015, with more than €19 billion of revenues in this brochure are not exhaustive. the Chinese gaming market, closely followed by The guide is structured into four major parts: the United States, was ranked at the 1st place in Video games projects funding, Video games the world. Over the same period Germany, United investment funding, Financial Services dedicated Kingdom and France were respectively the 5th, to video game companies and Fiscal tools for 6th and 7th largest video game markets. In com- video games. These parts might be seperated into parison with China, the aggregate gaming mar- smaller categories and are than sorted by country ket value of United Kingdom, Germany, France, in alphabetical order. Spain and Italy amounted to €11,35 billion in 2015. According to the Newzoo’s video games re- We have made this guide because there was both port in April 2016, the global game market should a need and a demand on the part of the game generate a total of $99,6 billion (€89 billion) in rev- developers all over Europe for a one-stop list of enues in 2016, up 8.5% compared to 2015. -
Colin Morrison's Standard Resume
The Hague, The Netherlands Colin Morrison [email protected]| LinkedIn.com/in/cewmorrison | colin-morrison.com F R E E L A NCE A self-motivated creative professional with a strong solid background in video game art production, ART DIRECTOR having worked at major companies including Sony Entertainment, Sumo Digital, Kuju, Miniclip, and & AN IM AT O R Relentless. Personable and able to provide mentorship, leadership, and cross-functional collaboration. Strong organisational skills and attention to detail. Versatile and autonomous; able to work individually or in a team environment. Core Competencies • Art Direction • Post-Production • Project Planning • Game Art Creation • Graphic & Motion Design • Interaction Design • Planning & Conceptual Design • Project Management • Character Animation • 3D Environment Design • Character Creation • Employee Management & Mentorship C R E A T I VE Contract Character Animator – Otherworld Heroes (Mobile AR) Bublar, Closed Beta Release 2019 CONTRIBUTIONS Contract Character Animator - Glowing Gloves (Mobile AR) Bublar, 2018 Contract Character Animator - Mars1001 – (Planetarium Film) Mirage3D, 2018 Art & Production Consultant, Simulation Crew (PC) Simulation Crew, 2018 Contract Character Artist/Animator - Nike Kinect Training (Xbox 360) Microsoft Games Studio, 2012 Contract Character Artist/Animator - Aragorn's Quest – Headstrong (PS3, Wii) Warner Brothers, 2010 Contract Character Artist/Animator - Galactic Taz Ball (NDS) Warner Brothers, 2010 Contract Character Artist/Animator - LIT – (Nintendo Wiiware) -
Creative Industries
CREATIVE INDUSTRIES: A NEW ECONOMIC GROWTH OPPORTUNITY FOR THE GREATER MILWAUKEE REGION DECEMBER 2010 PREPARED FOR: Cultural Alliance of Greater Milwaukee PREPARED BY: Beth Siegel and Michael Kane, Mt. Auburn Associates Stu Rosenfeld and Jenna Bryant, RTS, Inc. Bill Bulick, Creative Planning, Inc. Surale Phillips, Decision Support Partners, Inc. Preface This report provides the analysis and The purpose of this project was to define, strategic plan for Creativity Works!, a joint inventory, and measure the economic project of the Cultural Alliance of Greater contribution of the region's creative Milwaukee and the Greater Milwaukee industries as well as to position the creative Committee. The roots of this creative industries as a cohesive economic cluster. industries project were established in 2008 Also, the goal was to capitalize on the when the Cultural Alliance of Greater region’s highest economic development Milwaukee completed a regional study on potential by elevating the identity, value, the arts and culture sector that was and contribution of the creative industries commissioned by the Greater Milwaukee to help ensure a globally competitive Committee. This Cultural Asset Inventory of regional economy. the seven-county region made clear that the Milwaukee 7 region has outstanding The Mt. Auburn team used several different arts and cultural assets — and a fragile methodologies and approaches to collect infrastructure. The study recommended a and analyze creative industry data and to planning process for the creative get a well-grounded understanding of the community incorporating for-profit region, its creative industries, and the businesses, nonprofit arts and culture, and creative industries support system. Data in individual artists and creatives.