Week 6 - D.G. Lecture - Work Cultural Industry - truncated

April Week 6: Cultural, Creativity, & Knowledge Industries

  • Focus: Sleepy Mode

This Week’s Key Themes/Terms

  • Shift from industrial economy to knowledge and service economy.

  • Promotion of creativity by businesses and governments; impact of technology on creative processes and culture.

  • Management of creativity flow by businesses and its potential for new market opportunities.

  • Work dynamics in creative and knowledge economies.

  • Case studies: Toronto film/TV and Canadian video games.

Creativity - Concept

  • Definition and significance within the knowledge economies.

  • Existence of creative industries linked to knowledge economies.

Defining Creativity

  • Exploration of various definitions of creativity.

Creativity on the Rise

  • Richard Florida (2002): Creativity as the key source of competitive advantage in the 21st-century global economy.

  • Leadbeater (2007): The socio-economic system will increasingly rely on mass creativity.

Encouraging Creativity

  • Government initiatives to drive creativity through economic and social policy.

  • Dynamics shaping creativity in policy:

    • Varies across scientific, technological, economic, and cultural domains.

    • Information technologies foster collaboration among diverse creative practices.

    • Governments face challenges in facilitating cross-disciplinary interactions. (Source: US National Research Council)

Teaching Creativity

  • Educational paradox in teaching creativity amidst rapid socio-economic changes.

  • The need for individuals to be adaptive requires a rethink of curricula.

  • Creative outcomes cannot be guaranteed by fixed educational structures; need for flexible approaches.

  • Despite challenges, educational pursuits are subsidized to harness creativity.

Capturing Creativity (1/2)

  • The “second screen” concept: Interactivity enhances audience engagement during media consumption.

  • Media producers leverage interactivity to enhance social engagement and influence popular media forms:

    • Music production shapes around short-form viral content.

    • Reality TV participants focus on generating viral reactions.

Capturing Creativity (2/2): Game Modding

  • Game modding as a bottom-up creative endeavor.

  • Originating in the mid-1990s, game modding involves ordinary people expanding on games.

  • Gained acceptance in the industry, noted in the concept of “paid mods.”

  • Examples of games benefiting from modding communities include Skyrim and Baldur’s Gate 3.

The Importance of Creativity

  • The shift to the Knowledge Economy emphasizes the role of creativity in economic development.

The Shift to Knowledge Economies

  • Since the 1970s, service industries emerged as primary economic sources of employment and innovation.

  • Move of tangible capital to lower-wage economies explains the rise of intangible capital.

  • Manufacturing is increasingly associated with service industries.

The Knowledge Economy

  • Interrelation of information, knowledge, and creativity fosters technological and cultural innovations.

  • Knowledge push: Fueled by public/private investment in education and research.

  • Market pull: Influenced by globalization, competition, consumer sophistication, and value of intangible assets.

Government Roles in Creativity

  • States and policies drive human actions in creative industries, necessitating government support for activities like creativity.

Sustaining Creativity in Knowledge Economies

  • Challenges in building and maintaining a creative industry in a knowledge economy.

The Rise of Creative Industries

  • New media significantly influences the growth of creative industries in Canada, particularly in film and gaming.

Creativity and the Economy

  • In 2017, Government of Canada launched "Creative Canada Policy Framework" focusing on:

    • Investment in creators and cultural entrepreneurs.

    • Promoting Canadian content discovery and distribution.

    • Strengthening public broadcasting and supporting local news.

Supporting Policies for Creative Economy

  • Canada implements various policies to enhance creativity; discussion on their effectiveness for citizens versus wealth transfers.

Case Study: Toronto Film and Media Production

  • Toronto designated a Creative City of Media Arts by UNESCO in 2017; history of creative planning dates back to 1998.

  • The Greater Toronto Area (GTA) provides vast audiences and resources for media productions, with financial support from wealthy donors.

Creative Industries & Cultural Policy

  • Global momentum behind creative industries policy since the 1990s, with a continued growth trend despite economic downturns.

Ontario Tax Credit for Creative Industries

  • Ontario Film and Television Tax Credit (OFTTC) generally calculated at 35% of eligible labor expenditures, with bonuses for specific production locations.

Case Study: Canadian Gaming Industry

  • Canada hosts major game companies like Electronic Arts (EA) and Ubisoft, primarily in Vancouver, Toronto, and Montreal.

  • Some industry critiques regarding standardized development practices hindering intellectual property.

Gaming Industry Structure

  • Evolved from military-industrial-academic complex to embrace user-driven content and modding opportunities.

  • Analytics as an indirect way to involve users in game development.

Gaming Industry Profits

  • Shift from packaging to online/mobile games; new distribution models like Xbox Marketplace and Steam dominate.

  • Recent trends in financing through community funding and new revenue models such as freemiums.

Conclusion

  • Reflection on the rise and sustainability of creativity in industries.

Key Themes Recap

  • Re-emphasizes key themes regarding the shift from industrial to knowledge economies, focusing on creativity and its promotion across media industries.

End of Presentation