CREATIVE INDUSTRIES AND INNOVATION
BY HUGHO DEOGRATIUS
The Creative Industries are regarded
as one of the most promising fields of economic activity in highly developed
economies, having a great potential to contribute to wealth and job creation.
Their activities rest upon individual creativity, skill and talent, i.e.
factors of production for which high-income countries have a comparative
advantage. In contrast to most other industries, their main output is
intellectual property rather than material goods or immediately consumed
services. Demand for such immaterial output, which is often tailored to the
specific requirements and preferences of individual users, is likely to
increase with growing per-capita income. Being a cross-sectional industry which
serves a large number of other sectors as well as public organizations and
consumers, the creative industries profit from a diversified mix of customers and
may stimulate growth in a variety of other sectors by providing creative
inputs.
Besides the contribution to growth
and employment, another key interest in research and policy making is the role
of the Creative Industries for an economy’s innovation performance.
We assume that this role is twofold.
On the one hand, the Creative Industries may develop and introduce innovations
as part of their business activities, thus directly contributing to an economy’s
innovative output. Such innovations include new products and services offered
to their customers (product innovation) as well as new technologies, procedures
and routines within their business that raise efficiency or quality of their
output (process innovation). An example for product innovation may be a new marketing
approach offered by an advertising company which has not been used by this
company before. On the other hand, the Creative Industries support innovation
in other industries through creative inputs. These inputs can either be
downstream, i.e. creativity produced in the Creative Industries is used by
customers in their innovative efforts, or upstream, i.e. the Creative
Industries demand innovative inputs from their suppliers (e.g. technology
producers).
Creative inputs need not necessarily
coincide with the Creative Industries’ own product innovations but may also relate
to standard (i.e. non-innovative) activities of creative enterprises.
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