BAPRM 42691
Creative industry
The creative industries 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).
How
creative workers are counted
The DCMS classifies enterprises and
occupations as creative according to what the enterprise primarily produces,
and what the worker primarily does. Thus, a company which produces records
would be classified as belonging to the music industrial sector, and a worker who plays piano would be
classified as a musician.
The primary purpose of this is to quantify -
for example it can be used to count the number of firms, and the number of
workers, creatively employed in any given location, and hence to identify
places with particularly high concentrations of creative activities.
It leads to some complications which are not
immediately obvious. For example, a security guard working for a music company
would be classified as a creative employee, although not as creatively
occupied.
The total number of creative employees is
then calculated as the sum of:
- All workers employed in creative industries, whether or not creatively occupied (e.g. all musicians, security guards, cleaners, accountants, managers, etc. working for a record company)
- All workers that are creatively occupied, and are not employed in creative industries (for example, a piano teacher in a school). This includes people whose second job is creative, for example somebody who does weekend gigs, writes books, or produces artwork in their spare time
Properties
or characteristics of creative industries
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.
- Ars longa: 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.
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