Introduction to Creative Industries - Vocabulary Flashcards

0.0(0)
Studied by 0 people
call kaiCall Kai
learnLearn
examPractice Test
spaced repetitionSpaced Repetition
heart puzzleMatch
flashcardsFlashcards
GameKnowt Play
Card Sorting

1/29

flashcard set

Earn XP

Description and Tags

Vocabulary practice flashcards covering core definitions, key theorists, and foundational concepts across Weeks 1, 2, and 3 of Creative Industries.

Last updated 6:42 AM on 9/28/26
Name
Mastery
Learn
Test
Matching
Spaced
Call with Kai
Chat

No analytics yet

Send a link to your students to track their progress

30 Terms

1
New cards

Creative Industries

Industries involving creative fields such as media, design, entertainment, and visual or performing arts that produce goods and services with both cultural and economic value.

2
New cards

Creative economy

A broader economy increasingly driven by creative, knowledge-based, cultural, and service-oriented work.

3
New cards

Suits

Managers and business-oriented workers in creative organizations who handle business, strategy, and management.

4
New cards

Creatives

Artists and creative practitioners responsible for generating artistic ideas, artwork, and creative production.

5
New cards

Interactional expertise

The ability to understand the knowledge, language, worldview, and practices of another professional community without necessarily possessing full practical expertise in that creative task.

6
New cards

Modern minotaur

A hybrid professional who successfully combines creative practice with business and managerial knowledge.

7
New cards

Portfolio career

A career path built from multiple jobs, projects, or income sources rather than relying on a single stable, traditional job.

8
New cards

Intellectual property (IP)

Legal rights connected to creations and creative products, which serve as a fundamental foundation for commercial creative businesses.

9
New cards

Ira Levine and Jeremy Shtern

Authors of the Week 1 reading and developers associated with the BA in Creative Industries program launched at Ryerson University in Fall 2013.

10
New cards

Collins and Evans

The academic researchers associated with the concept of interactional expertise.

11
New cards

Diane Davy

A expert who argued that the cultural sector requires stronger business, management, and technical skills.

12
New cards

Symbolic goods

Ideas, experiences, and images whose value depends heavily on cultural meaning and audience interpretation rather than simple commercial value.

13
New cards

P-creativity

Psychological creativity, defined by Margaret Boden as ideas or problem-solving solutions that are personally new to the individual.

14
New cards

H-creativity

Historical creativity, defined by Margaret Boden as historically new breakthroughs with wider social significance.

15
New cards

Fitness for purpose

The principle that an idea is creative when it effectively responds to and solves a specific problem or need.

16
New cards

Myth of genius

The romantic belief that major creative breakthroughs stem exclusively from extraordinary individuals through sudden inspiration, intuition, and innate gifts.

17
New cards

Intellectual beachcombers

Weisberg's term for creative workers who reclaim existing ideas and experiences to reapply them in novel, constructive ways.

18
New cards

Poincaré's four stages

The classic model of the creative process consisting of preparation, incubation, illumination, and verification.

19
New cards

Divergent thinking

Spontaneous, lateral, out-of-the-box thinking focused on generating multiple alternative possibilities.

20
New cards

Convergent thinking

Logical, structured thinking focused on evaluating evidence, testing solutions, and refining ideas.

21
New cards

Bisociation

Arthur Koestler's concept of combining two distinct, opposing, or unexpected frames of reference to generate creative insights.

22
New cards

Creativity broker

An intermediary who connects diverse people, skills, perspectives, and resources to enable creative production across organizational and cultural boundaries.

23
New cards

Hucksters

Simon Frith's term for intermediaries who broker relationships between artists, record labels, radio stations, and consumers.

24
New cards

Creative Industries value chain

The complete pathway of value creation in the creative economy, encompassing creation, production, diffusion, and consumption or participation.

25
New cards

Trust-based management

A management technique that gives creative workers autonomy and flexibility because their work cannot be continuously monitored.

26
New cards

Bourgeois bohemian neighbourhoods

Formerly working-class urban areas transformed into trendy creative districts, often resulting in gentrification and displacement.

27
New cards

Crunch

Extended periods of intense, mandatory overtime and high-stress work, particularly prominent in the video game development industry.

28
New cards

Creative proletariat

The vast majority of creative workers who face economic insecurity, precarity, and low pay despite participating in the creative economy.

29
New cards

Rational myth

An aspirational vision based on genuine societal needs and potential benefits, even if the idealized outcomes do not yet fully exist.

30
New cards

Jekyll and Hyde duality

The double-edged nature of Creative Industries—generating culture, jobs, and innovation on one hand, while producing precarity, gentrification, and exploitation on the other.