A 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).
Howkins' creative economy
comprises advertising, architecture, art, crafts, design, fashion, film, music,
performing arts, publishing, R&D, software, toys and games, TV and radio,
and video games (Howkins 2001, pp. 88–117). Some scholars consider that
education industry, including public and private services, is forming a part of
creative industry. There remain, therefore, different definitions of the sector
(Hesmondhalgh 2002, p. 12)(DCMS 2006. Yet so far Howkins has not been
internationally recognized.
The 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.
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.
BY FUMBUKA
SEIF S
42554 BAPRM III
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