200x Filetype PPTX File size 0.32 MB Source: www2.uwe.ac.uk
Introduction • Why the creative industries • The empirical research • A holistic business model framework • Emerging trends • The portfolio model • Future research • Questions © Feng Li, 2014 2 What are the creative industries? ‘What began as an opportunistic yoking together of art and industry in cultural policy for purposes of advocacy and investment has now been enthusiastically adopted by politicians, analysts and educators around the world as an umbrella term covering all or some of the arts, media and entertainment industries and associated branches of the knowledge economy.’ (Bilton, 2007: xvi). © Feng Li, 2014 3 The creative industries • An umbrella term for those industries ‘based on individual creativity, skill and talent and have the potential to create wealth and jobs through developing intellectual property’ • 13 sub-sectors explicitly identified • A significant and rapidly growing segment of the economy © Feng Li, 2014 4 Sectors of the creative industries 1 Advertising 8 Film and video 2 Architecture 9 Music 3 Art & antiques markets 10 Performing arts 4 Computer & video games 11 Publishing 5 Crafts 12 Software 6 Design 13 Television and radio 7 Designer fashion 14 Others Source: UK Department of Culture, Media and Sports (DCMS) © Feng Li, 2014 5 Why creative industries? • An ideal domain for systematic examination of the digital transformation of business models • Full range of organisations - from large multinationals to micro-businesses • Full range of activities – –digital native sectors (such as digital games) where many new business models are developed and adopted –traditional sectors that have been significantly affected by digital technologies (e.g. Publishing , design and music) –areas where the full impacts of digital technologies are still to emerge (e.g. fine art) © Feng Li, 2014 6
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