TECHNOLOGY AND CREATIVE INDUSTRIES
BY SHILLA FLORA .M. BAPRM 42669 (7th
July)
Creative industries refer to a range
of economic activities which are concerned with the generation or exploitation
of knowledge and information. Creative industries comprises of various things
like music, radio, television, films, publishing, art, architecture etc.
Creative industries are seen to have become increasingly important for the
economic well being, proponents suggesting that human creativity is the ultimate
economic resource.
The industries of the 21st century
will depend on the generation of knowledge through creativity and innovation.
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.
Creative industries are those
companies or organizations which produce or use knowledge and also included are
those which use advanced scientific knowledge.
For example media, arts and design organizations
and universities. The term creative industries also overlap with cultural
industries and media industries. These include advertising, television, radio,
newspapers, internet publishing, magazines, book publishing, film and theatres.
These have attracted the attention of the government in developed societies
because of the earnings that they generate.
Technology can bring about changes
in creative industries. The change is in the form of “digital convergence”,
which can be of three types: technological convergence (a shift in patterns of
ownership of media, such as film, television, music and games), media
convergence (allowing users to consume different media at the same time using a
single personal computer) and access convergence (all production and
distribution Of media and services are being reengineered to work on a
distributed network platform; i.e., everything is becoming available or doable
on the Internet)
Digitization creates a number of new
possibilities for distribution. With digital formats, reproduction is free of
degradation and incurs no extra cost per item. This opens up the possibilities for
infinite expansion of markets and reduces or eliminates the need to warehouse
or store products. In a digital age, however, it is potentially possible for producers
and consumers to be in direct contact, thereby bypassing the control of the
gatekeepers of the distribution system, which are economically powerful.
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