CREATIVE INDUSTRIES
BY JOSHUA HELENA M
BAPRM 42571
Creative industry refers to a range of economic activities which are
concerned with the generation or exploitation of knowledge and information.
They may variously also be referred to as the cultural industries (especially
in Europe (Hesmondhalgh 2002,
p. 14)) or the creative economy (Howkins 2001), and
most recently they have been denominated as the Orange Economy in Latin America
and the Caribbean (Buitrago & Duque 2013)
Creative industries have been seen to become increasingly
important to economic well-being, proponents suggesting that "human
creativity is the ultimate economic resource," (Florida
2002, p. xiii) and that “the industries of the twenty-first
century will depend increasingly on the generation of knowledge through
creativity and innovation" (Landry
& Bianchini 1995, p. 4)
According to Caves (2000), creative industries
are characterized by seven economic properties:
Nobody
knows principle: Demand uncertainty exists because the
consumers' reaction to a
product are neither known beforehand, nor easily understood afterward.
Art for art’s sake: Workers care about
originality, technical professional skill, harmony, etc. of creative goods and
are willing to settle for lower wages than offered by 'humdrum' jobs.
Motley crew principle: For relatively
complex creative products (e.g., films), the production requires diversely
skilled inputs. Each skilled input must be present and perform at some minimum
level to produce a valuable outcome.
Infinite variety: Products are differentiated
by quality and uniqueness; each product is a distinct combination of inputs
leading to infinite variety options (e.g., works of creative writing, whether
poetry, novel, screenplays or otherwise).
A list/B list: Skills are
vertically differentiated. Artists are ranked on their skills, originality, and
proficiency in creative processes and/or products. Small differences in skills
and talent may yield huge differences in (financial) success.
Time flies: When coordinating
complex projects with diversely skilled inputs, time is of the essence.
Some creative products have durability aspects
that invoke copyright protection, allowing a creator or performer to collect
rents.
The properties
described by Caves have been criticized for being too rigid (Towse, 2000). Not
all creative workers are purely driven by 'art for art's sake'. The 'ars longa'
property also holds for certain noncreative products (i.e., licensed products).
The 'time flies' property also holds for large construction projects. Creative
industries are therefore not unique, but they score generally higher on these
properties relative to non-creative industries.
Globally, Creative
Industries excluding software and general scientific research and development are said to have accounted for around
4% of the world's economic output in 1999, which is the last year for which
comprehensive figures are currently available. Estimates of the output
corresponding to scientific Research
and Development suggest that an
additional 4-9% might be attributable to the sector if its definition is
extended to include such activities, though the figures vary significantly
between different countries.
Taking the UK as
an example, in the context of other sectors, the creative industries make a far
more significant contribution to output than hospitality or utilities and deliver four times the output due
to agriculture, fisheries and forestry.
In terms of employment and depending on the definition of activities included,
the sector is a major employer of between 4-6% of the UK's working population, though this is
still significantly less than employment due to traditional areas of work such
as retail and manufacturing.
Within the creative
industries sector and again taking the UK as an example, the three largest
sub-sectors are design, publishing, and television and radio.
Together these account for around 75% of revenues and 50% of employment.
The complex supply chains in the creative industries sometimes
make it challenging to calculate accurate figures for the gross value added by each sub-sector. This is
particularly the case for the service-focused sub-sectors such as advertising, whereas it is more
straightforward in product-focused sub-sectors such as crafts. Not surprisingly, perhaps,
competition in product-focused areas tends to be more intense with a tendency
to drive the production end of the supply chain to become a commodity business.
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